Suggestions for changing Morrowind for good...

Post » Fri Jul 16, 2010 9:45 am

Why on earth would you want to put the characters in separate textures? :P
...
Now, as far as using HUD functions, I'm not sure what's possible by manipulating the scenegraph. We'd have to get Hrnchamd in to talk about that and describe exactly what could be manipulated there, but if it is a series of polys being drawn (I assume they're drawing tris or quads), there's a lot that can be done lower-down if we can find the right intercept points.

Because I have no idea how to use a character map with the HUD functions. :cryvaultboy:

I think the best solution would be to open up the possibility to edit the actual pieces of the HUD with the functions, like as if there was some preset reference ID that would reference each element. That way, rather than disabling everything, we could alter them into anything we want. Change the textures into blank ones, move the weapon and spell icons to another area, etc.. But that's just dreaming at this point.

The next best idea to me would be changing the "lock" behavior of the right-click windows when you click the little boxes in the corners. When you "lock" the window, it removes the HUD element but keeps the window glued on screen at all times. If we could click the box and remove the element but still keep the window right-click-only, then everyone could pick what to keep on screen.
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Kayleigh Williams
 
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Post » Fri Jul 16, 2010 7:55 pm

How about changing the global water level when it rains a lot in a few days? That would be a fun gameplay element! I imagine some of the towns near water almost flooded =)
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Deon Knight
 
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Post » Fri Jul 16, 2010 5:32 pm

Tides? Yeah, I can see some gameplay opportunities. Let's say a hidden cave only can be seen in low tide?
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N3T4
 
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Post » Fri Jul 16, 2010 10:27 am

Tides? Yeah, I can see some gameplay opportunities. Let's say a hidden cave only can be seen in low tide?

Maybe.. or just flooding cities in general haha. 'course interiors could be a problem.

Another thing that I would like a lot is an added sense of "butterfly effect" to mods. Which means that things like depending if you did or didn't give fargot his ring either him or the tax collector becomes a drunkard/begger etc. Realistically this would occur some days after the event.

There should be lots of quests already in the game that could be altered to really make a change to the gameworld and such gameplay makes me happy.
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Zach Hunter
 
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Post » Fri Jul 16, 2010 2:47 pm

I'm itching to go play some but I'm currently thinking a lot about how to enhance gameplay through some graphical additions. hmm
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[ becca ]
 
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Post » Fri Jul 16, 2010 9:42 pm

Now that we are talking about water, like the post above, I was wondering has anyone tried to animate the ships at the docks? When I go to the ships in Sadrith Mora I hear the rickety sounds of ships yet they are still as stone. Why don't they use the script that MW uses for the canoes at Vivec? Also, inside the sewers canols there are bottles moving in the water. Could that kind of script movement be applied to ships? BTW, when I say ship movement I meant a sublte floating animation and not some over the top animation.
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Monika Krzyzak
 
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Post » Fri Jul 16, 2010 2:01 pm

Now that we are talking about water, like the post above, I was wondering has anyone tried to animate the ships at the docks? When I go to the ships in Sadrith Mora I hear the rickety sounds of ships yet they are still as stone. Why don't they use the script that MW uses for the canoes at Vivec? Also, inside the sewers canols there are bottles moving in the water. Could that kind of script movement be applied to ships? BTW, when I say ship movement I meant a sublte floating animation and not some over the top animation.

The question is how will the collision work? I hope it wouldn't be glitchy but I bet it will.
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DeeD
 
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Post » Fri Jul 16, 2010 4:10 pm

The question is how will the collision work? I hope it wouldn't be glitchy but I bet it will.


Yeah, the collision could be tricky. Like the npc clipping with the boat when the ship sways a bit. I might ask this question to that wonderful animator @Arcimaestro Antares. He might have an idea or two.
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Gen Daley
 
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