Perks mod

Post » Sat Dec 10, 2011 2:38 pm

Is it possible and if so how would you go about adding more perks to morrowind. Kinda of like the perk trees in skyrim.
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Zosia Cetnar
 
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Post » Sat Dec 10, 2011 5:24 am

No and Nope
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Sam Parker
 
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Post » Sat Dec 10, 2011 3:39 am

I have no doubt it would be possible (especially with MWSE) to script in a perk selection screen after level-up. And the perks would be treated as constant magic effects.

I guess the question is whether or not someone is willing to take the time to develop such a script.
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matt
 
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Post » Sat Dec 10, 2011 2:13 am

Thanks enderandrew. No thank you Mortimer.
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Nina Mccormick
 
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Post » Sat Dec 10, 2011 9:22 am

I have no doubt it would be possible (especially with MWSE) to script in a perk selection screen after level-up. And the perks would be treated as constant magic effects.

It probably wouldn't even be that difficult. Well, I know nothing of MWSE scripting, but from what I have seen Fliggerty and others do, they could likely do it.

Which reminds me... what ever happened to Midgetalien's new Shout mod?
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chinadoll
 
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Post » Sat Dec 10, 2011 2:25 pm

Making something not identical but similar is very much possible, even without MWSE.

Was playing with that idea a long while ago, most abilities I had in mind unsurprisingly happened to be there in the Skyrim tree perk, classical RPG stuff really.

MWSE could be required in the making of the more advanced perks/abilities, but a lot can be implemented fairly easily using standard scripting.
(charge / jump-hit critical scripts I'd made worked pretty well, sadly think I lost them but these things don't take too long to write)

Some overall game difficulty tweaking would be required afterwards to balance all the new bonuses the player gets, since the game difficulty slider itself doesn't do much.
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Stace
 
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Post » Sat Dec 10, 2011 12:49 pm

As long as you're flexible on exactly what the perks are (i.e. not set on precisely replicating Skyrim perks or anything), the only real barrier is the interface. I experimented with this myself some time ago (ages ago, more like), but was never totally satisfied. The best I came up with was representing perks as items in the inventory. It was usable but felt clunky, so I never really developed it.
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Blaine
 
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Post » Sat Dec 10, 2011 4:16 am

I will have to suggest the ability to script better menus in to the OpenMW people.
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Isabell Hoffmann
 
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Post » Sat Dec 10, 2011 5:24 pm

Not entirely sure this can work, but instead of having a menu system in the classical sense, you simply take meshes and "summon" or rez them when needed. This way, you could specify different buttons that would do different things with all the eye candy that games like Skyrim have. It would be a bit of scripting, but if you could call up activators on command, that would solve this clunky menu problem.

I also suggested to the OpenMW people that they could have a better menu creation thing.
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Jordan Moreno
 
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Post » Sat Dec 10, 2011 11:13 am

Not entirely sure this can work, but instead of having a menu system in the classical sense, you simply take meshes and "summon" or rez them when needed. This way, you could specify different buttons that would do different things with all the eye candy that games like Skyrim have. It would be a bit of scripting, but if you could call up activators on command, that would solve this clunky menu problem.

Definitely possible. Someone with a good artistic eye (and technical skill to back it up) could make a menu as an ingame object that rival Skyrim's perk constellations for coolness. It would still be slightly odd conceptually, but so is the constellation thing really. If it's cool enough, people won't care.
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phil walsh
 
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Post » Sat Dec 10, 2011 11:12 am

Any suggestion how to start it up.
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Spencey!
 
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Post » Sat Dec 10, 2011 4:59 am

Not entirely sure this can work, but instead of having a menu system in the classical sense, you simply take meshes and "summon" or rez them when needed. This way, you could specify different buttons that would do different things with all the eye candy that games like Skyrim have. It would be a bit of scripting, but if you could call up activators on command, that would solve this clunky menu problem.



Kinda about that, anyone know if the first person "view height" is dependent on races or anything ?
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Darlene DIllow
 
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Post » Sat Dec 10, 2011 3:57 pm

Any suggestion how to start it up.

I'd say tackle the non-technical side first. Should they all be bound to skills like in Skyrim or more eclectic like Fallout? Exactly what do you want the perks to do? Are they active abilities, passive bonuses, or a mix of both? That kind of thing. Next determine if it's possible to do what you want (or something acceptably close) using standard scripting. Once you have all that information, you can take on the sticky part, how to make an interface that does everything you need. This will be easier once you know exactly what you do need, and whether you're dealing with standard or "enhanced" scripting.

That is just my suggestion, though. I kind of did it the other way around when I experimented with this before, and while it wasn't a total failure, I was never too happy with it. (I'm kinda tempted to take another look at it now though, to see if anything useful can be salvaged.)

Kinda about that, anyone know if the first person "view height" is dependent on races or anything ?

Yeah, race and six. Basically "eye level" is 128 game units times the modifier in the race definition.
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Alexander Lee
 
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Post » Sat Dec 10, 2011 3:30 am

A mod similar to this has already been done. Gain perks at level up, influenced by class. You can choose them too.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6351

Worth taking a look at, at least.
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Bitter End
 
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Post » Sat Dec 10, 2011 6:52 am

A mod similar to this has already been done. Gain perks at level up, influenced by class. You can choose them too.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6351

Worth taking a look at, at least.


Thanks I will look at this
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Vivien
 
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Post » Sat Dec 10, 2011 7:24 am

Yeah, race and six. Basically "eye level" is 128 game units times the modifier in the race definition.


Awesome, saves me from having to recalculate it ingame. Thanks.
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{Richies Mommy}
 
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Post » Sat Dec 10, 2011 5:58 pm

I've actually been thinking about this the past few days. My idea was to use MWSE's string functions to make a non-linear menu with options to choose your perks. It wouldn't be visually as pretty as Skyrim's or even Fallout largely text-based one...but it would work. And I had thought of using MGE to make full-screen shaders that would display upon a trigger (either key press or equipping an inventory item or such) to display the perks you have. I also thought that perhaps before the perk menu comes up in which you select them, a book is opened that displays each perk available on each page, possibly with an illustration.

Aw heck...I'm gonna do it. I've got the itch.

Edit: Please share your perk ideas. in my WIP thread at GHF. I needs lots and lots of them: http://www.fliggerty.com/phpBB3/viewtopic.php?f=28&t=4754
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Marcia Renton
 
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Post » Sat Dec 10, 2011 11:15 am

Ok I will post them up when finished
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Alexx Peace
 
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