Regional Leveled Lists

Post » Wed Sep 01, 2010 12:34 pm

I have been thinking about leveled lists a lot lately---thanks, John123!---and about what hasn't been done yet, and as a product of that thought I proposed the following idea to myself: Could you create a region-based leveled list system?

To make it clear what I believe a region-based leveled list to be, I'd describe it as a system where the items you find are first and foremost determined by the region (or dungeon within a region) that they were found in. For example, you'd have a greater chance of finding, say, Netch Leather armor in the Valus Mountains, and Colovian Fur Helms in the Colovian Highlands region.

I was wondering about whether or not people had ideas about how feasible this would be? Or whether they find the idea attractive?

Looking through OBSE, I find commands like this:
GetCurrentRegions - returns an Array of all the regions in which the player is currently located, if any. In interior cells generally returns 0. Regions in exterior cells can overlap, therefore it's possible for the player to be in several regions simultaneously.
(regions:Array) GetCurrentRegions

But it doesn't deal with interior cells, which is where you're going to find most loot containers.
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Connor Wing
 
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Post » Wed Sep 01, 2010 7:49 pm

By the time the player is in a region, it's too late to edit leveled lists -- they're resolved when the cell spawns, which happens the moment the player enters a new location or re-enters one that he's been away from for longer than the respawn period. This can be done, but not with scripts (well, it COULD be done with scripts but it's far less work to just use the CS). For each location, you'd not only need to create unique leveled lists, but also variants of each creature and chest to attach those lists to.

Totally possible, of course. Just a rather large project. Like, OOO large... at minimum.
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Madison Poo
 
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Post » Wed Sep 01, 2010 8:39 pm

Tejon said it pretty well. You would have make unique leveled lists and add them to unique NPC's then add those unique NPC's to creature leveled lists in specific areas. It can be done but it would be a lot of work. and your welcome for though on LL! :P
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Mélida Brunet
 
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Post » Wed Sep 01, 2010 8:48 pm

Ah, okay. Thanks guys. I'm pretty sure I know my limitations with modding, and such a large project wouldn't be very feasible for me to complete, and I wouldn't consider the payoff to be worth the amount of work it appears is required. Still. I can dream, can't I? :wub:
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Khamaji Taylor
 
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Post » Wed Sep 01, 2010 5:40 pm

That is a bit like how Nehrim is - go to a region and it tells you what levels it was designed for.

I could see as the outer provinces open up that there would be am more diverse populating of lists to cater to the regions though. I guess that might have to do with what spawn points are accessing what lists though.
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m Gardner
 
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Post » Wed Sep 01, 2010 4:59 pm

I could see as the outer provinces open up that there would be am more diverse populating of lists to cater to the regions


Well, this is kind of what I was thinking about. With Elsweyr largely opened, Hammerfell in Alpha, Sheogorad and Black Marsh closing in on an Alpha release, and High Rock and Valenwood being worked on, there might be a greater demand for Cyrodiil to have more "Cyrodiilic" items.

As of right now, things from other provinces (lets just use Morrowind as an example here) are just added to Cyrodiil's leveled lists. But as other provinces open up, I'm starting to want each province to be more unique in what the leveled lists offer. This is easy enough, for most of the new provinces occur in their own world spaces.

However, regionally diverse lists in Cyrodiil, as well as the other provinces, is preferred for the reasons outlined below.

1. I know that these mods also take a while to be finished, and that some provinces may never surface (Skyrim, most of Morrowind, Summerset). So, lacking the ability to go into these provinces themselves, they shouldn't be denied a chance at that province's items.

2.I also know that, realistically, borders are not as much walls as they are a crossroads of different peoples perpetually engaged in exchange. Material culture blends at the border, and helps smooth border transition.

3.Lastly, provinces are supposed to be large and diverse. There's sense in seeing fur armor in Colovia or the Jerralls. But wise adventurers in the Valus Mountains probably know that the Dark Elves make superior light armor than the often-plated Colovians, and the Nibenese, when not relying on their own brands of light armor, undoubtedly look towards Black Marsh for armor styles well suited for their wet and swampy homeland.

So yeah. Not sure why I wrote all of that, but oh well.
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Cedric Pearson
 
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