[REL/WIP] Xilselem

Post » Tue Dec 29, 2009 11:54 am

Some of you may remember my mod "Xilselem" which added a ruin to the coast of Anvil which allowed you to send prisoners there to torture them. Well, I've decided to drag it back up and put some life back into it and I'm looking for suggestions on how to improve it.

http://www.tesnexus.com/downloads/file.php?id=20190 I don't know whether to completely start again on it or just improve on this one. What do you all think?

Oh, and here's the description.

Adds a ruin on an island near Anvil with several ways of torturing your prisoners.

-Nine cells, each with a choice of how to exterminate your prisoner.
-Better torture equipment (cage above lava, cage with that can be turned on and off, cage with spikes)
-Nice view from outside, if you ask me. (Don't know how that helps to torture people, but oh well.)

Requirments
***************
Shivering Isles and the 1.2.0416 patch.

Permissions
*****************
If you would like to use scripts that I've done, fine by me. Just please credit me if needbe.
Please do not upload this MOD onto other site without my permission. Thank you.

Thanks for reading!
User avatar
Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Post » Tue Dec 29, 2009 11:23 am

Mini bump. :)
User avatar
casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Tue Dec 29, 2009 7:41 pm

I'll admit I've never played it, but I've bookmarked this and I'll try it out eventually. Eventually :P.
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Tue Dec 29, 2009 7:37 pm

Functionality, and personality are always nice. :)

I never used the mod, but do your prisoners serve any purpose, and do the have any lines? Or is it just a case of putting a NPC in a locked room and pelting them with hurtful stuff?

Suggestions:
1: Look at http://www.tesnexus.com/downloads/file.php?id=18442? It's a nice little mod, allows you to subdue NPCs and make them into slaves for your vampire, and they serve a number of functionalities... Now I'm not saying: "I'ts already been done.", or "Copy it completely!" It just might be some good inspiration.

2: Chance of prisoners trying to jail break? Additionally a chance of their friends, and/or the legion trying to liberate them? Perhaps the ability to purchase upgrades that go towards your internal and external defenses.

3: New topics for prisoners. Have them beg you for their life, dance for their life, and maybe more functional things like teach you something, or give you property they own.
Maybe even some NPC specific topics. Like if you imprison Lazzare, Adoring Fan, or other NPCs they'll have specific lines
("WOW! Imprisoned by the Grand Champion wow! Just wait until I tell my friends about this!")
I'm thinking annoying NPCs, mean NPCs, insanely loyal NPCs, and NPCs that you face in quests (imagine imprisoning Mannimarco, Camoran's kids, Bellamont, etc. instead of killing them... I'd imagine they'd have something to say about that)

4: Relating to the above. The option of having your prisoners be seen as "dead" so that any necessary quest updating is done.

That's about all I can think of for now.
User avatar
Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Tue Dec 29, 2009 7:00 pm

A few screenshots would help spark interest ;)
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Tue Dec 29, 2009 5:18 pm

A few screenshots would help spark interest ;)

Took a few, might post them on the tesnexus file.
EDIT: posted 4.

Now that I've played it I have a few specific suggestions.

1: Consolidate the spells into 1
When cast on a target it will give you these options:
Imprison
Move to torture holding
Move to arena holding
move to general holding
teleport self to Xils
Make NPC essential? (Or perhaps give them an ability that fortifies health 1000 and restores health 100... Torturing is pretty boring when they die in 5 seconds.)

2: Label things and make it more organized. for instance, where exactly are cells 1-9?... They seem very spread out and such. Also the holding cell, teleported someone there and could never find them or where the holding was... perhaps she walked off, she wasn't exactly a standard NPC.

3: More on the "organized" front. I see you copied the Xaselm ruin for most of it, and that's fine and all, but that layout is very unorganized, and not very usable for the player. There's lot's of useless rooms, and such. Perhaps keep the whole SI Xaselm feel, but reorganize the areas so they layout is more like the prisons in the Cyrodiil towns, or just look up prison layouts/blueprints online.

4:As you probably noticed in number 1 I didn't list the torture, and general options (Torture options, and cells 1-9). I'm thinking you could handle this one of four ways.
1: force the prisoners to follow you through dialogue and place them there yourself. (for NPCs with custom greetings that don't give you a chance to talk to them you'd need to give prisoners their own greeting to overwrite that one)
2: Have a tablet near the holding cells give options of what you want to do and then it teleports the NPCs there (problem with this is you can't specify which NPC)
3: Have two tablets near the holding cells one that gives a spell that you can use like the current unconsolidated spells, and one that removes the spell when you're done
4: LAME's method. Lame has a landmark teleport spell. First you select in what compass direction the landmark is, and after you select that you automatically cast a spell which then brings up options for that directions. For instance: Cast spell, North, auto casts the second spell, options for landmarks in the north.

Two bugs to fix:
1: Some corpses and failed experiments from the Xaselm ruinhttp://img.photobucket.com/albums/v189/phoenix7/Oblivion/standcorpse.jpg after hitting them they fall over like the corpse they are.

2: The area of Xaselm where you see the Dunmer torturing people... your http://img.photobucket.com/albums/v189/phoenix7/Oblivion/Shaftsgothroughwalls.jpg
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Tue Dec 29, 2009 5:41 am

Took a few, might post them on the tesnexus file.
EDIT: posted 4.

Now that I've played it I have a few specific suggestions.

1: Consolidate the spells into 1
When cast on a target it will give you these options:
Imprison
Move to torture holding
Move to arena holding
move to general holding
teleport self to Xils
Make NPC essential? (Or perhaps give them an ability that fortifies health 1000 and restores health 100... Torturing is pretty boring when they die in 5 seconds.)

2: Label things and make it more organized. for instance, where exactly are cells 1-9?... They seem very spread out and such. Also the holding cell, teleported someone there and could never find them or where the holding was... perhaps she walked off, she wasn't exactly a standard NPC.

3: More on the "organized" front. I see you copied the Xaselm ruin for most of it, and that's fine and all, but that layout is very unorganized, and not very usable for the player. There's lot's of useless rooms, and such. Perhaps keep the whole SI Xaselm feel, but reorganize the areas so they layout is more like the prisons in the Cyrodiil towns, or just look up prison layouts/blueprints online.

4:As you probably noticed in number 1 I didn't list the torture, and general options (Torture options, and cells 1-9). I'm thinking you could handle this one of four ways.
1: force the prisoners to follow you through dialogue and place them there yourself. (for NPCs with custom greetings that don't give you a chance to talk to them you'd need to give prisoners their own greeting to overwrite that one)
2: Have a tablet near the holding cells give options of what you want to do and then it teleports the NPCs there (problem with this is you can't specify which NPC)
3: Have two tablets near the holding cells one that gives a spell that you can use like the current unconsolidated spells, and one that removes the spell when you're done
4: LAME's method. Lame has a landmark teleport spell. First you select in what compass direction the landmark is, and after you select that you automatically cast a spell which then brings up options for that directions. For instance: Cast spell, North, auto casts the second spell, options for landmarks in the north.

Two bugs to fix:
1: Some corpses and failed experiments from the Xaselm ruinhttp://img.photobucket.com/albums/v189/phoenix7/Oblivion/standcorpse.jpg after hitting them they fall over like the corpse they are.

2: The area of Xaselm where you see the Dunmer torturing people... your http://img.photobucket.com/albums/v189/phoenix7/Oblivion/Shaftsgothroughwalls.jpg


First of all, thank you for posting the screenshots. 'Tis much appreciated. I thought I'd already put some up but I guess not. :)

Second of all, I've decided to rebuild the place from scratch and I'll be taking your ideas into consideration. Thank you for all of your ideas. :)

If anyojne has any more suggestions feel free to add them. :)

Thank you all! :)
User avatar
Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am


Return to IV - Oblivion