[WIP] Stealth War

Post » Mon Jan 10, 2011 12:24 am

Keep up the good work. Looking forward to this one.


What he said :tops:
(I only just discovered how much I hate the winking, thumbs up smiley... ugh)
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Mark Churchman
 
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Post » Sun Jan 09, 2011 11:57 pm

What he said :tops:
(I only just discovered how much I hate the winking, thumbs up smiley... ugh)


LOL, that was is kind of annoying. My favorite one is this: :toughninja:
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john page
 
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Post » Mon Jan 10, 2011 1:25 am

I can't wait for this! Will the majority of these guys be melee or ranged fighters?
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jennie xhx
 
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Post » Sun Jan 09, 2011 5:52 pm

I can't wait for this! Will the majority of these guys be melee or ranged fighters?


As of right now, there are 2 archers. I may make a 3rd and 4th though. The rest are melee with mainly one handed blades. A few will have claymores, and a few will have daggers.

I've got the armor in the game with the enchantment on it, which is basically the same for all since it is only to boost their skills/attributes, but I still haven't placed it on the NPCs yet. Working on the weaponry now, and those will have different enchantments.
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Leonie Connor
 
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Post » Sun Jan 09, 2011 3:22 pm

Update#7
I've gotten quite a bit done this weekend including nearly all items in place and part of them on the NPCs. Ran into a few snags with some of the equipment, but nothing that I can't fix or simply replace, which will be the case with one weapon (apparently the author had the textures incomplete). I'm having a problem with some armor I reallllly wanted in the mod badly, but can't figure out why it's giving me trouble.

Also got some more testing done and I'm pretty happy so far with the results of how challenging these guys are. Can't get them to heal themselves for some reason though (they have healing potions and spell backups).

Some obvious tweaking of the script will be needed from this testing because I'm getting the same assassin more frequently than the others, but I think I already have a solution to that issue as well.

Edit: Got the scip issue fixed during lunch. (was en easy one :hubbahubba: )
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Lyd
 
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Post » Sun Jan 09, 2011 11:37 pm

Excellent! This seems to be coming along nicely...
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Prohibited
 
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Post » Sun Jan 09, 2011 11:24 pm

this sounds fantastic really like the idea of being hunted down when you think you're the only one doing it

though i think it would make more sense to try script it so that you can be awoken while sleeping just as an assassin appears by your bedside

also it would make more sense if an assassin was hunting you when you weren't sneaking but only in the wilderness or caves becaus lets face it . . . .we don't sneak all the time and when we sneak our prey aren't sneaking :P
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Tania Bunic
 
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Post » Sun Jan 09, 2011 8:25 pm

Well I finally fixed the issues that were perplexing the armor; again it was a simple fix where I had overlooked the placement of a file. I just have to figure out the tail problem now for one of them. I also need to find a suitable replacement for one of the weapons and then try to figure out what is wrong with another.

I've actually already been thinking about taking the assassin encounters in a whole new direction, one that if worked right might make them much more realistic. It would work similar to what has been suggested where they would hunt you even while not sneaking.

I'll also look into being attacked while sleeping as well since it's been requested a few times.
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George PUluse
 
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Post » Mon Jan 10, 2011 4:42 am

Update#8
Got a lot more done last night with placement of equipment and I'm nearly done with that phase. I did however run into a few more snags, namely two more armors that don't seem to work for me although this time I can't figure out why. Still have that persistent problem with that tail armor for one of the NPCs that I really want fixed. And the weapon I thought I had to replace I found a fix for it, so that is now in place and, happy to say, is working.

Once I have finished that, and in between times at home, I'll be looking at the necessary scripting for the other way of having the assassin encounters. I have several ideas already.
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Alexandra walker
 
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Post » Sun Jan 09, 2011 8:42 pm

Update#9
I have all but finished the NPCs, save placement of some scripting for encounters (see next section). And, time restraints considered, I may have a working copy by the end of the weekend and an initial release by sometime in the next week. Testing will need to be taken into account as well, but from the testing I've already done, not much will be needed. Mostly to ensure the scripting works, and to test the new encounter system.

Speaking of which, I have decided to take the encounters into a whole new direction than what I had previous scripted before. This system I believe will be much much better than the old way and will not be completely dependant on whether or not you're sneaking. Now assassins will hunt you down no matter what you're doing. I'm not sure how the system will react when Waiting or Sleeping though, but I'll find that out in testing. Theoretically, they should still come after you and attack, but you know the nature of theories. Today they're fact, tomorrow they're crap. Back on subject, all of this is of course dependant on how my testing goes, but it's around the final stages. :celebration:

I'm also going to change my plan for the quest as a whole. Right now, I wanted to get the Encounter System completed, which was really my original intentions at the start, then concentrate on a story line. I've decided to split this into two phases, which Phase1 is obviously the Encounter System. Phase2 will comprise of the storyline as a whole. I'm also doing this because I wanted the option to continue to have Stealth Wars encounters even when the quest is finished, and yes, there will be a story-reason for this. Therefore, Phase1 will be independant of Phase2. Phase2, however, will not be.

That being said, after I finish Phase1, I will be taking a short break from public modding because after this I'm going to need a LARGE bottle of aspirin..... Also, I still need to finish the vanilla game's main story line for the first time ..... LOL! :facepalm:
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Jacob Phillips
 
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Post » Mon Jan 10, 2011 3:07 am

Alright! Looking forward to this!
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His Bella
 
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Post » Sun Jan 09, 2011 8:20 pm

Keep up the good work!
The Entropic Order was one of the few reasons I played FCOM time ago. Now I'm dropping this (OOO+MMM are more lightweight compared to FCOM and I don't really need WarCry and Francesco's) and thanks to the mod your working at, I have no reason to play FCOM anymore. And this one looks much and much better than Entropic Order.
Just remember to use conditions for the encounters, like min level (if you didn't already), because I think people won't like to be attacked at level 1 as they get out the sewers xD.
When the quest will be complete, this will become a really must-have mod.

P.S.: I can't believe you didn't finish the vanilla main quest yet. Some bosses are maybe too weak and disappointing, but the quest herself is awesome. Enjoy it ;) (You can even find inspiration for your mod)
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sally R
 
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Post » Mon Jan 10, 2011 7:07 am

Thanks for the support. Things are definately being finished out, though I didn't get anywhere near what I had hoped to get accomplished during the weekend thanks to problems with equipment changes, TESNexus being down for awhile, and real life issues. I did however fix a persistent problem with tail armor for the argonian. I was afraid I'd have to do without it, but it's just too cool not to have it in there. I had to replace two more armors for NPCs unfortunately, but at least one of the NPCs have been completed. The other one I'm working on now and I think I have a nice set in mind.

As far as concerns for the low levels, the NPCs do level with the player, but even so, some of them will still be much higher than the player at the start. There will be an option to turn off the encounters though that will be done through an in game item (a book) for times like these and also for times when you really don't want to be interrupted by a random encounter, such as with the main quest.
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IsAiah AkA figgy
 
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Post » Sun Jan 09, 2011 3:18 pm

Update#10
Well, I was hoping Update#10 would say "Beta released!!" buuuuuut...... unfortunately real life has a funny way of sneaking up behind you and stabbing you in the back...... Sometimes multiple times too! Anyways, I can completely understand why companies don't even use release dates for upcoming games, because, boy, I got my timings way off and I can imagine how a large scale operation would go awry.

I have fixed all issues with equipment at least, even fixed the ones that I had previously given up on (I'm the kind of person who just won't quit until I get my goal done). I'm also working on some new scripting that I'm going to put on a few NPCs if it works right. It'll provide some variety with the way these particular ones handle their weapons. It will however also delay release once more because I'll have to find some new weaponry for these particulars. However, I have several already in mind, so it will be just a matter of placing them in the mod.

First though, I want to finish the Phase1 stages so that I can even begin testing the new stuff and the stages.
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Kelly John
 
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Post » Sun Jan 09, 2011 8:07 pm

great to hear this is coming along, take your time :D
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Andy durkan
 
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Post » Sun Jan 09, 2011 6:01 pm

Update#11
Not much done this week. Although, I did get the initial start completed, and I'm ironing out the kinks in it from the initial tests, which are overall working well. I got in the "turn off feature" but because of the kinks involved in the initial start, it remains untested.

I'm also looking at adding two more NPCs because of some recently release armors that I originally wanted in when I first started the mod and hadn't been out yet. That'll make it a total of 17 assassins.

I've also got most of the readme completed and it's a long one. I'm up to 3 pages now on Word! Considering the sheer amount of resources I've used though, it's completely understandable. You'll see soon. :wink_smile:
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dav
 
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Post » Sun Jan 09, 2011 11:02 pm

Keep up the good work mate :foodndrink:
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Marie
 
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Post » Mon Jan 10, 2011 12:15 am

Update#12
Well for the slack of last week, I made up for during the weekend. I've got a lot of work done and a lot of testing finished. I had to do a lot of tweaking as well, including change a feature I really didn't want to have to change. I had originally planned on having the "tracking of the PC" by the assassins a feature you could turn off from an item that you kept in your inventory and you could just turn it off or on simply by activating within the menu. However, it didn't quite work the way I wanted it to, probably due to the limitation of the Oblivion enginee or perhaps due to my lack of understanding of inventory objects. It should be doable and I'll probably seek help on this later. Right now, I have it rigged to where you can turn on or off the encounters by keeping the said object in inventory or dropping it. It works for now. This may change later. It just depends.

Through further testing, I was able to work with a new feature of the assassins that will be interesting and I'm excited to say it works nicely. This was previously mentioned in Update#10. So I'm going to have to add new weaponry in for the assassins.

I also squished many bugs and glitches that are invevitable for first versions.
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Sophie Louise Edge
 
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Post » Sun Jan 09, 2011 7:03 pm

Sounds good. I've always wanted a mod that makes bandits on roads try to ambush you as you run past. I have a few things that increase the amount of enemies in the wilderness so I always find it a bit odd when I run into 6 bandits simply standing in the middle of the road.
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Emilie Joseph
 
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Post » Mon Jan 10, 2011 5:49 am

Today I try to keep busy the threads of interesting mods... :lol:

How does the work proceed?

Can't wait for the relase :drool:
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Kate Norris
 
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Post » Sun Jan 09, 2011 8:39 pm

Hm, this sounds awesome.
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Cameron Wood
 
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Post » Mon Jan 10, 2011 6:35 am

Today I try to keep busy the threads of interesting mods... :lol:

How does the work proceed?

Can't wait for the relase :drool:

Thanks for the free bumps :foodndrink:

I've got most of the extra weaponry added. I decided to limit the weapon switching feature to some of the assassins to make them even more unique as well as changed some of the meshes to match their new weapons (sheathed) when they have the other one out. I think this particular feature is neat and you probably won't see it elsewhere. One of the NPCs even has four different options for weapons!

I'm sure that's pretty hard to understand, but you'll see.

As far as progress goes, I'm still doing testing with the individual NPC features and the fights themselves. The main encounter engine production has sort of stalled because of a bug I've found that I can't seem to resolve. I've got the experts involved so hopefully they can see something I don't see.
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Chris Duncan
 
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Post » Sun Jan 09, 2011 11:42 pm

Update#13
Still doing testing and tweaking. I'm also happy to say the new NPC features work like a charm!

I'm still having some frustrating problems with the AI though :flame: :swear: that have yet to be resolved. It will be an extreme disappointment if I cannot get them fixed.

While pondering solutions to the problem, I began also to think about the quasi-dependence I was creating with the other sneak mod, which I have yet to test. I started wondering about doing my own similar features instead of making a semi-requirement to the other mod. I will also be working on this feature, which should work similar to the other mod. I don't like requirements anyways. ^_^
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Luis Reyma
 
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Post » Sun Jan 09, 2011 10:22 pm

This looks great! This, coupled with Duke's Combat Archery, should be scary. I will be lurking about a ruin, killing people left and right when all of the sudden BAM! Instant enchanted bow death! Fun! Remember to save often...

EDIT: Typo.
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flora
 
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Post » Mon Jan 10, 2011 12:00 am

Have been following this from Day 1. Do try to incorporate some of my suggestions to put a story line for the reason assassins are chasing you (See the first page, post #3).

Keep up the great work mate! :foodndrink:
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Samantha Wood
 
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