Unholy Darkness - Complete Vampire Overhaul

Post » Sat Nov 06, 2010 5:47 am

1. already implemented, to some degree. Baseline time cravings are reduced. Powers still drain the same amount but with the baseline time craving reduced it seems like the other powers last much longer before cravings kick in.

Well, in line with a lot of people saying "uberness svcks", it's a hard thing to avoid and an even harder thing to please everyone (incase you're trying, I wouldn't, there'll always be that ONE person, it's not me) :(

2. I don't know of any way to keep track of incidents within towns, so I just have one global area vampire bounty and vampire rumors records which I use. But I have a system that is similar to that, but not localized. Vampire hunters, once hired will track you anywhere you go. Setting up localized patrols in the cities is a bad idea because everyone will have 20,000 city mods they want me to support. So far I haven't touched one outside cell and I intend to keep it that way, except for exterior vampire buildings I put in for the quests.

Hmm, well, the current parent cell of the parent cell (world, etc) should tell you where you are. Most cities have location names, and only match the names against known cities (so if there's other cities added, tough beans).


3. Already have one hunter with a bow and she has special vampire killing arrows. I'd like to make the guards upgrade their stuff if they see you and you get away, that might be possible but I doubt I'll get to it.

Well, vampire hunters are there for one thing, to kill them, so you'd think with how fast vampires and how strong they are over them, they'd have mastered the quick kill.

4. Bad idea again. Too many conflicts with other mods. The basic rule is never modify an exterior cell and make everything new. I don't want 10,000 emails about how one quest doesn't work because of x mod conflict. I have vampire hunters follow you around and great distances at first. They are so far away you might not even see them. They could be just hanging out it seems. Or are they following you? I think its sufficient. They will destroy your coffins later probably, and drop garlic at your feet and other nasty stuff.

Actually, the movement for a town would be basically the package for the town's guard movements. One mod I have is "Beautiful Watch", they're extra female guards, they wander all of the cities on the standard guard movement for that city (IE: the guard package for that city's guard movements).

5. I might be able to add my garlic script to a vampire hunters amulet. That could be cool.

Well, I didn't hear much back from you on the TrigZones, did you get them working? Those would really work well with the garlic. And could also work with other things.

7. The only way that is going to change is if you write me a single quest script that is started and stopped on spawn of the vampire hunters. We shall call this script with startquest VampireHunterNamingQuest and then in it you will write code which randomly picks a first name, and randomly a last name, then applies that code to the hunters name. You can probably use an array and setnamex to get the job done. Then put a stopquest VampireHunterNamingQuest command in there, then I can merge that one script into my mod, and it won't take any cpu other than once in a blue mood when the vampire hunter respawns. You can get the names if you google oblivion name generator.

Actually, what you do is make a base hunter, and create duplicates based on that hunter. You could even just call them by the city guard they're with, if they're called to a city. SetNameEx is only useful on one item. If you do that, you affect the base object, no ID can carry more than one name. If you want a bunch of them, they have to be separate copies all with separate refs.

EDIT: Wow I think they took out that stupid time limit to reply crap. This reply took over an hour to make and I didn't get the dumb box saying it timed out or whatever. NICE.

No, it's still around, just seems to be intermittent. :P

GuruSR.
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Gavin Roberts
 
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Post » Fri Nov 05, 2010 6:53 pm

Well, in line with a lot of people saying "uberness svcks", it's a hard thing to avoid and an even harder thing to please everyone (incase you're trying, I wouldn't, there'll always be that ONE person, it's not me) :(


Uberness is inevitable, otherwise we wouldn't play. I don't think anyone would want to have a bunch of ill effects and not some benefits, then it really is a disease. I know you can't please everyone. I can put a little in for almost everyone though, but there will always be people who want opposites. Early on in the mod many were complaining about sun damage and stuff, now garlic and uberness. As long as things are balanced and well done drawbacks can be very fun to deal with. I'd never slap on a drawback that there is no way to overcome though, that is suicide in design. Garlic can be destroyed, sunlight can be twarted by age + sun resistance potions, etc.

Actually, the movement for a town would be basically the package for the town's guard movements. One mod I have is "Beautiful Watch", they're extra female guards, they wander all of the cities on the standard guard movement for that city (IE: the guard package for that city's guard movements).
Thats a decent idea, but do you clone that package and put a 24 hour timer on it? I only have ONE hunterREF. I can't just add that package to the base packages, I'd need to use addscriptpackage and then when the shift expires it would be done for.


Well, I didn't hear much back from you on the TrigZones, did you get them working? Those would really work well with the garlic. And could also work with other things.
Yes for the thrall cages it works. I have to replicate it for the other cages yet. I don't want to manually add trigger zones for every garlic in the game so I am using getdistance. Its not perfect but it works. Do you know of a way to add a trigger zone permanently to the garlic clusters?
Actually, what you do is make a base hunter, and create duplicates based on that hunter. You could even just call them by the city guard they're with, if they're called to a city. SetNameEx is only useful on one item. If you do that, you affect the base object, no ID can carry more than one name. If you want a bunch of them, they have to be separate copies all with separate refs.
I think that is too much work cloning hunters and will cause bugs and save game bloat. I don't see why SetNameEx will not work, I have only ONE hunter per type, and they follow you everywhere you go rather than being dumb and just doing patrols. That is what guards are for. Once he's dead, you can use SetNameEx to name the next one a unique and random name. I think you think it won't work because you are thinking I have all these different hunters everywhere and its not the case. There are only 3 hunters total and each is a unique REF... so I think we can rename them randomly each time they respawn and then change gear and such to make it appear as if its a new hunter no problem.

SO if you want, you can write that script just how I said :) Otherwise "Vampire Hunter" is fine with me. I don't know about the patrol. I think a creepy dude 1200 units away just standing there is very cool. Because sometimes you turn a corner and he's there on the other corner, other times he's not. Until your bounty increases do they close the gap and appear to be actively following you, otherwise they are keeping a great distance and only move when that distance increases. A patrol might be ok, prior to my follow package, but probably unnecessary.
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Eric Hayes
 
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Post » Fri Nov 05, 2010 2:42 pm

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Sian Ennis
 
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