[WIPz] The Necromancer Hunter

Post » Fri Feb 18, 2011 9:18 pm

I've got the first 10 new bosses created. These will be Necromancer Masters and set 3 levels above the player. I will not modify any existing Oblivion objects or NPCs, only add these bosses in the existing Necromancer lairs. This should make it compatible with any overhaul mods.
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Jeremy Kenney
 
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Post » Sat Feb 19, 2011 1:59 am

I can't wait...a necromancer deathfest!
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Lory Da Costa
 
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Post » Sat Feb 19, 2011 12:46 am

Everything is coming along nicely. I couldn't devote as much time to it this weekend as I wanted to but it is going well. First four lairs are done.
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i grind hard
 
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Post » Sat Feb 19, 2011 7:43 am

The first ten bosses are placed, 15 more to go.

The quest will start if you are in the Mages Guild and just before you the mission where you go to Dark Fissure.
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Kelsey Anna Farley
 
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Post » Sat Feb 19, 2011 11:55 am

20 bosses now placed. Four more to go. After that it's testing, final touches and voicing the Mages Council member. Maybe one of the bosses too.
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Trevor Bostwick
 
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Post » Sat Feb 19, 2011 10:44 am

Done. If anyone has any obscure pointers to Necromancer mods that would have unique Necromancer items let me know. I've already gone through tesnexus and checked out a few I can use.

I also have to put some checks in to make sure, for instance, that you don't go to Silorn too soon.

There are so many lairs that you may become Arch Mage during the quest. I'm not going to deal with that situation in this.
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I love YOu
 
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Post » Sat Feb 19, 2011 9:54 am

No real companions, but have wizard buddies help you out, so you actually feel like the archmage with a guild behind you.

Or you can just, I dunno, get CMpartners or CompanionRecruitandShare.

[censored] man...your going to have to be creative.

Why not just make a HUGE dungeon!

Make a new necromancer lord besides Mannimarco.
- Give us stage like rooms, there is a powerful weapon/power at the end if you defeat all of the powerful necromancers.
That are proficient at different things, or are totally different.
Room 1 - Several grunt necromancers in a big room in the begging, who will be the easiest, but not easy if you get what I'm saying.
Room 3 - The next is a Skelletal Army Barrack.
Room 2 - Next room be a lich sanctuary, several liches summoning things and shooting spells.
Room 4 - A room full of NPC-Ghosts that are angry because they are put into a huge bowl or souls or something, so you have to slay them all with a magical weapon to dissipate them, then you have to destroy the bowl in some magical fire.
Room 5 - The next are some of the Acolytes, more powerful necromancers great at what they do.
Room 6 - A death Knights that are good at Illusion and Restoration.
Room 7 - A necro-assassin group.


Then the last is the Necromancer lord, who can be a Lich or a regular NPC, but is a VERY powerfull spell caster that needs no help. Summoning undead and throwing AOE spells.

- And when your done, give the user a reward.

And when you go in again, Everyone you killed will be liches, including the Necromancer lord, besides the skeletons and the liches, who will be more powerful next time around, add a little re-playability. And give something more, like a never ending Soul Gem, or the lords robes and equipment, because the body dissipated or something.

And make it DIFFICULT!

or just make some Robe Retrieval mod.
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Greg Swan
 
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Post » Sat Feb 19, 2011 6:50 am

Technically a pure necromancer hunter would be a murderer. Although Bethesda did a poor job of distinguishing necros from hedge wizards etc.. their motives are different. If you have enouch personality necros actually won't attack you.
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Julie Serebrekoff
 
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Post » Sat Feb 19, 2011 7:15 am

I'd love to make a huge dungeon and have this as part of that but the truth is I just don't have the time to do it right now. This is meant to be a real simple side quest. Something that I do all the time in game but formalized. I'm currently in the writing stage of the main quest for the MERP team. That means I'm literally adapting Lord of the Rings to Oblivion. So, as you see I have my hands full. I'm sure something like that could be done as a follow on to this but probably not by me, at least not for a year.
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x a million...
 
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Post » Sat Feb 19, 2011 8:33 am

Necromancers in general have always been spooky to me. I remember the first time I discovered Dark Fissure, I was freakin!
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April D. F
 
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Post » Fri Feb 18, 2011 11:47 pm

This will take you through all 24 Necromancer lairs.
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Jamie Moysey
 
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Post » Sat Feb 19, 2011 11:41 am

Just wondering, but can the quest be repeated?
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Georgia Fullalove
 
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Post » Fri Feb 18, 2011 11:59 pm

In a way yes. He will always reward you for robes and since they respawn anyway you can go back through it at will by following the old quest logs.
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Danielle Brown
 
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Post » Sat Feb 19, 2011 12:05 pm

I'd love to make a huge dungeon and have this as part of that but the truth is I just don't have the time to do it right now. This is meant to be a real simple side quest.


Good for you. Don't let them bloat your mod out of release, just as happens to so many modders who eventually find themselves chained to enormous projects. It sounds eminently do-able just as it is, and like a lot of fun. Much of the enjoyment for us will be in the implementation: the level of challenge, the dialog, the physical design, the reward--not the scope of the mod. Frankly, if it's by you, I have no worries, and I'm looking forward to whatever you put out on this score.
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Reanan-Marie Olsen
 
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Post » Sat Feb 19, 2011 3:42 am

This sounds pretty awesome, I shall try it out when you release it :P
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sam westover
 
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Post » Sat Feb 19, 2011 5:35 am

I'm going to be testing tonight. I've incorporated a couple other Necro item mods into this for reward/loot with permission. We'll see how it goes. I'll do the voicing of the Council member tomorrow.

Thanks for the support!
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Matt Fletcher
 
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Post » Sat Feb 19, 2011 6:47 am

hmm, sounds very nice and fits my char, I'll keep an eye on it.
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Philip Rua
 
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Post » Sat Feb 19, 2011 4:41 am

I've updated the first post to accurately reflect the final mod. People may want to re-read it. :whisper:
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Alada Vaginah
 
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Post » Sat Feb 19, 2011 5:02 am

I on;y have one bug to fix and this can be released. The council member keeps giving me gold even if I don;t have a robe. I'll figure it out.
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Robert DeLarosa
 
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Post » Sat Feb 19, 2011 5:13 am

I on;y have one bug to fix and this can be released. The council member keeps giving me gold even if I don;t have a robe. I'll figure it out.


Run on target box in condition perhaps? It's done through dialogue, right?
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Roberta Obrien
 
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Post » Sat Feb 19, 2011 10:57 am

Run on target box in condition perhaps? It's done through dialogue, right?


Yep, I'll try it.
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xemmybx
 
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Post » Sat Feb 19, 2011 3:01 am

I've got everything working properly. I just have to voice it and it'll be done.
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Etta Hargrave
 
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Post » Sat Feb 19, 2011 3:45 am

I've got everything working properly. I just have to voice it and it'll be done.


Good going! Looking forward to this.
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Sammykins
 
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Post » Sat Feb 19, 2011 10:35 am

I need to make another change after testing. I have to make all the Necromancer Masters initially disabled and enable them at their appropriate stage. I'll try to do that and the voicing this weekend.
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Daniel Holgate
 
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Post » Fri Feb 18, 2011 7:53 pm

Okay, I made the fix for all 24 masters. Basically what happened is I started over with a new install and character. I went into Wellspring Cave to do the mages staff quest and lo and behold there was a Necromancer Master. :banghead:

So now they are all initially disabled and enabled only at the right stage. I also have to fix some missing meshes for some of the custom loot.

I still have to do the voicing and I have to do some for a The Vampire Hunter patch. Most likely that will all happen on Sunday.
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Yama Pi
 
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