House Wars and Destructible cities?

Post » Fri May 25, 2012 6:07 pm

Couldn't you technically make it where cities are destructible? For instance, adding faction/House wars, politics, and Destructible cities to give off a realistic and more brutal environment? Is this possible?
User avatar
Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Sat May 26, 2012 6:35 am

With a lot of modeling work and/or unstable scripts (if you want real time) yes.

Lots and lots of both.
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Sat May 26, 2012 8:11 am

Well, it just made me wonder because of the end of the Morrowind Main Quest, with the statue-crumble script. That's why.
User avatar
M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Sat May 26, 2012 8:32 am

Take a look at raven rock. Everything is a unique activator object with a script in it that tells it when to appear or disappear. Something like a war that damages a city would probably call for dialogue changes as well so that the people in the city aren't oblivious.
User avatar
Kayleigh Williams
 
Posts: 3397
Joined: Wed Aug 23, 2006 10:41 am

Post » Sat May 26, 2012 12:22 am

Take a look at raven rock. Everything is a unique activator object with a script in it that tells it when to appear or disappear. Something like a war that damages a city would probably call for dialogue changes as well so that the people in the city aren't oblivious.


Yeah, That is something I would assume as well. We don't want citizens walking around saying something like, "Isn't this place beautiful, greatest city in the world it is, it's sooo peaceful here!" And when you look around all you see is destruction and death. O___O
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Sat May 26, 2012 4:21 am

Take a look at raven rock. Everything is a unique activator object with a script in it that tells it when to appear or disappear. Something like a war that damages a city would probably call for dialogue changes as well so that the people in the city aren't oblivious.

This. Same happens with mods such as Building Up Uvirith's Grave, Uvirith's Legacy (Zaripahel construction), Archipel de Pertevue (a whole city you can build) and so on. I'd love to see a quest mod built upon this concept, IIRC the guy who made the mods "Castle Wars" planned to do something similar (adapting his mod to feature battles between the three Houses).
User avatar
Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Fri May 25, 2012 8:15 pm

I use disable and enable scripts in Keening to change the characters and location slightly as things progress, and even the smallest application of this is extremely rewarding as a modder. Probably because it is so very rare in Morrowind.... a little more common as the Beths gained more experience, leading up to Raven Rock. But, it would be nice to see this idea used more frequently, even if not just for destroying or building structures. A more realistic ambition might be to have more subtle changes occur in the great house locations... help the house, maybe some of its members get better clothing.... hurt the house and maybe some small changes might occur. Of course, don't let me discourage you from blowing up buildings. ;)
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Sat May 26, 2012 7:55 am

I use disable and enable scripts in Keening to change the characters and location slightly as things progress, and even the smallest application of this is extremely rewarding as a modder. Probably because it is so very rare in Morrowind.... a little more common as the Beths gained more experience, leading up to Raven Rock. But, it would be nice to see this idea used more frequently, even if not just for destroying or building structures. A more realistic ambition might be to have more subtle changes occur in the great house locations... help the house, maybe some of its members get better clothing.... hurt the house and maybe some small changes might occur. Of course, don't let me discourage you from blowing up buildings. :wink:

Oh indeed; Although, I am afraid I know little to nothing about Scripting and all of though who-ha! lol. I am still honing my texturing and modelling skills before I try and learn something that I will have difficulty in. hahaha
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Sat May 26, 2012 7:26 am

Oh indeed; Although, I am afraid I know little to nothing about Scripting and all of though who-ha! lol. I am still honing my texturing and modelling skills before I try and learn something that I will have difficulty in. hahaha

I don't know scripting either, but all I have to do in the scripts is change the name of the script to make a new script and then change the applicable journal entry referenced in the script, then attach it to a unique object or npc. If you get to the point where you want to do it, pm me and I'll toss you the two scripts that abot gave me. Abot is like the friendly wizard and scripts are like spells, and I have a few scripts in my spellbook. Just a few, though.
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Fri May 25, 2012 9:42 pm

Well, it just made me wonder because of the end of the Morrowind Main Quest, with the statue-crumble script. That's why.

It's an animation, actually; no script at all. You can see it in the CS.

While enabling and disabling activators like in Raven Rock and such would be the easiest way, it might look a bit odd or gimmicky if you are right in front of them, depending on what you want to do. For a burning shack, for instance, you'd have to do a lot of model swapping for a smooth transition. If you were to animate the destruction, it could look much better, and you could do more things, like blowing out chunks of stairs and having the chunk fly away without a complicated script.
User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm


Return to III - Morrowind