[RELz] Underdark: The Realm of Underdark

Post » Fri May 27, 2011 10:50 am

I noticed the drow npcs get faerie fire, there's probably a lot of npc abilities/traits you can just copy to playable races or MAKE playable. Ever tried just making all the npc races playable?


The new ones? Really don't want to until their abilities and correct sizes, limbs and such are all complete :D I was thinking of adding another 2 playable races that I don't want to mention here that is normally available but no one has thought of yet for Oblivion. By the way, did you get my message? I got a good addition for you... Myconids! Mushroom people.

I've got them done, I'm just putting some scripts together to pop spawn them when the players get close to a certain shroom :D

btw, I have half the nodes done for that monstrosity.

additionally, that faerie fire may need to be rewritten, I've never tested it for player use. I've still got to finish up the darkness spell in which UK47Howard made a special nif for.
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Jessie Rae Brouillette
 
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Post » Fri May 27, 2011 8:37 am

Awesoooome, Aoikani rocks
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Lloyd Muldowney
 
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Post » Fri May 27, 2011 12:04 pm

We need some retexes of some root tiles which may require dds enlarging (similar to Koldorn cave tiles), other than that can you revamp races for us? Skin tones, eyes, hair, classes (and their abilities), etc.?

Which tiles are you speaking of? ?.dds
I assume you are wanting specific ones enlarged to show more detail. Ex. 1024x1024 to 4096x4096
Seamless/staggered/offset or what?
We do have need for texturing support, can you do weapons, armor and clothing? As well as creatures? Also, if need be, can you reshrink nifs for models (clothes in mind)?

Any specific nifs? Is all the meshes in the underdark.esm open for retexturing?
Certain types of clutter, books, ingredients, other misc? Maybe do a interior house cell?

I am not interested in populating/races or doing skin tones.
Where can I get more information on the lore side of things, so I can get a better Idea of how it should be?
Is there a big collection of pics anywhere that might give me a better idea as to the way things should look?
What other modders resources are out there that I could use to accomplish some of this.

I take my time with things, so don't expect me to adhere to a deadline. I also have other projects also.

The wall tear. I will post the others when I find them again and have time.
http://i861.photobucket.com/albums/ab180/metallicow/Tearinwall.jpg
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celebrity
 
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Post » Fri May 27, 2011 12:02 pm

The Forgotten Realms Wiki is a good place to start.

I just installed Windows 7 x64 on my new system so it may take me a bit to get back to playing/dev/testing mode. I'm copying all my old files back now.
I recently tested my frame rate and it came out to 75fps!
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Kate Schofield
 
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Post » Fri May 27, 2011 9:46 am

Fungal lake is all pathed. Also set up invisible doors seperating lower quarters from upper quarters in case we ever want to make some kind of fish-city quest where you have to gain access to the upper quarter by impressing the fishies. (Also because the gate I was using had a weird collision box I had to get around).

Metallicow: Fixed. Ty :)
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Neliel Kudoh
 
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Post » Fri May 27, 2011 7:19 pm

Veintaur path grids are done.
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Evaa
 
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Post » Fri May 27, 2011 3:27 pm

Aoikani: Awesome :D

I worked more on the fungal lake exterior (expanding the mushroom forest), adjusting the lighting/fog, bug-fixes, terrain texturing/heightmapping, etc.

Basically I didn't add anything new, just polishing.
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Mrs shelly Sugarplum
 
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Post » Fri May 27, 2011 4:13 pm

Aoikani, what is the ID of the door that leads into the Sentient tomb?
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James Hate
 
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Post » Fri May 27, 2011 3:09 pm

Aoikani: Awesome :D

I worked more on the fungal lake exterior (expanding the mushroom forest), adjusting the lighting/fog, bug-fixes, terrain texturing/heightmapping, etc.

Basically I didn't add anything new, just polishing.


Do you want the myconids for adding?
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ONLY ME!!!!
 
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Post » Fri May 27, 2011 7:12 pm

Aoikani, what is the ID of the door that leads into the Sentient tomb?


RopeLadder01 '01002c80'
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Maria Leon
 
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Post » Fri May 27, 2011 6:50 am

sounds good, e-mail attachment?
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Avril Louise
 
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Post » Fri May 27, 2011 12:57 pm

give me a little time to finish the scripts for special spawns. haven't tested what I have, unless you want to look at it.
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Hannah Barnard
 
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Post » Fri May 27, 2011 9:18 pm

I got the last piece in place for The Vampire Hunter. I won't give it away but I got a stage working in the Sentient Tomb area that makes everything flow through.

Now I have to retest the final encounter with Stoker's father, then retest all the way through.

I still have a TON of voice work I need to record.
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Alycia Leann grace
 
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Post » Fri May 27, 2011 9:15 pm

Alright, I'll just load in the resources for now til you get them working right. Plenty of stuff for me to do until then :)
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LijLuva
 
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Post » Fri May 27, 2011 9:39 am

Hmm, do mushroom people briastfeed their young?
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Gavin boyce
 
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Post » Fri May 27, 2011 11:05 am

Hmm, do mushroom people briastfeed their young?

I would think they spread their spores on corpses and let them grow off them. But what do I know - just a lousy surface dweller.
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Lovingly
 
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Post » Fri May 27, 2011 2:08 pm

They put out a cloud of spores that instantly spawn more Mushroom people. You generally have to kill the mother and stop it from spewing it's cloud.
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Lindsay Dunn
 
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Post » Fri May 27, 2011 1:30 pm

http://img142.imageshack.us/img142/8831/myconidf.jpg
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john page
 
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Post » Fri May 27, 2011 5:39 am

Cool! I think the mushroom head part is typically red but they can be any color, blue, etc.
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Jeremy Kenney
 
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Post » Fri May 27, 2011 11:08 am

I'm not sure if LLC's are summonable, but I've been giving this more thought how to randomly spawn different mushrooms and figured I would just use triggers instead of casting spells. Originally I wanted to bypass having to do with multi placement by storying references of the shrooms in a cell and place scripts on the statics. Can't seem to get that to work.
Instead, I'm going to make assorted triggers to summon assorted (including newly textured) shrooms. How this is going to work is the trigger will detect activation every 15-30 secs and if it is retriggered, it will summon more. It will be like a swarm, but they will be lowwww level so players won't have to worry about it. Anyone have other ideas?
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Jessica Stokes
 
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Post » Fri May 27, 2011 9:15 pm

Then again, it may be a better idea to set the Mother up and pass gas to :D to summon more myconids.
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FABIAN RUIZ
 
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Post » Fri May 27, 2011 8:59 am

I'm working on placing NPC's in Menzoberranzan that will be friendly and provide resources..


BUT... Menzoberranzan is still a dangerous place and will remain that way for Players.

In other words to be more specific: Currently, the cell is faction owned (I will change this) and for named NPC's they will be player friendly. The base classed stereo-type drow will remain factioned. What this means is that you will be able to enter Menzoberranzan and do whatever you want with friendly NPC's but still have to put up with the random attacks from drow who will attack you. Care must be taken on the players position because it will be easier to gain a bad rep in which you won't be able to do business anywhere in Menzoberranzan. Defending your self will be difficult enough with the hardlined drow loyalists So, you don't want to attack and risk turning all the drow against yourself when you'll need a place to go to get your resources while here in the underdark.
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Hazel Sian ogden
 
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Post » Fri May 27, 2011 6:18 pm

Not sure how the obliv "cutscenes" work, but you could make it so if you get beaten by the aggressive drow it triggers a cutscene where they just humiliate you then you won't get attacked for a few minutes afterwards?

I'm just thinking it'll be tough to differentiate between drow who are going to attack you on sight and drow that might sell you things. IE if I am getting attacked randomly, then I see a drow standing nearby (who happens to be a non-aggressive), I'll probably just think he hasn't seen me yet and shoot him, lose reputation, and then everyone hates me, and I'd never realize there WERE even talk-able npcs, I'd just think they were aggressive all along.

-breath-

Not sure if this is that big of a deal, but just wanted to get my thoughts out in case it was a problem.
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x_JeNnY_x
 
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Post » Fri May 27, 2011 9:57 pm

Actually, that idea would be kind of nice to incorporate. Although, I don't think we'll have to do that if we stick to leaving the 'class' named drows as the aggressive drows and the named drow like 'Drizz't' as friendly interactive NPC's.

example: the drow npc named 'Brizeyl ath 'Lymxyra' will interact with the player and will not attack, but doesn't mean she would be a joyful NPC. She will have a discourteous attitude toward the player but won't attack.

On the other hand, drow recognized as 'Assassin', 'Judicator', 'Nightshade', etc., they would attack.
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Brandon Bernardi
 
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Post » Fri May 27, 2011 11:57 am

Once I get a satisfactory build on the NPC's, Menzoberranzan is just not going to be a smart place to just fight NPC's to have fun. The majority of drow will be able to call forth some thing to help them. Unlike the Tamriel elves who can summon an Ancient Spirit, some drow will be able to summon multiple undead, multiple spiders, use serious poisons, summon underworld creatures and will have slaves and friends at their sides as well. {beholden, Kou-tan, slaves, armored Minotaurs}
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naana
 
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