Factions (2)
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03-15-2006, 08:40 PM,
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Great :goodjob:!
And yeah we don't have anyone doing telvanni architechture yet, we have redoran and hlaalu being worked on, but no telvanni. Another thing to mention in a thread on the official forums!
"What happens when an unstoppable force meets an immovable object?"
"The ignorant say more than they know, the wise know more than they say" |
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03-15-2006, 08:58 PM,
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Quote:Originally posted by batmanhmmm... thing is, we are the only mod needing Telvanni architecture, so unless we get outside help, it is up to us... hrug: |
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03-15-2006, 11:59 PM,
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Well, my idea for telvanni towers are small pads that "lift" the player(change y value) using a levitation like force. Maybe we could script it so that it starts when the player enters its area then once the reach a second object with another script (small node at the top of each shaft?) a second script would execute that moves the player onto the ground, a sort of "psuedo levitation".
A Land Far away-Hardcore role playing Neverwinter Persistant world
Current PC- Nekrovor Ril'or-drow wizard |
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03-16-2006, 12:33 AM,
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I liked the idea tossed around earlier of teleportation amulets going with each Telvani tower. Since the NPCs all have RAI, they can move in and out of areas, meaning that they can make use of that teleportation. The only downside I can see is that it would make breaking into a Telvani tower much more difficult because you would need to steal one of the amulets from someone.
The other possibility that occurs to me is to again make the upper levels of the tower a seperate "interior," but make the way in through a floor area or something that acts in the same way as an Oblivion portal (i.e. - you go up to it and either activate it or step through in order to appear on the other side). |
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03-16-2006, 01:06 AM,
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discuss it here:
Telvanni tower - discussion |
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03-16-2006, 01:23 AM,
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Already said my piece, but sure. If it resumes there, I'll gladly follow it to the proper thread, not that it's my area of juristiction anyway.
So um, on to the next exciting on-topic debate? |
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03-20-2006, 04:17 PM,
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ok, another question now. How are we dealing with quests for the Morag Tong and Theives Guild. Personally, I think random thief missions and assassinations would be a nice complement to the main quest for those guilds. Supposedly, with the new scripting functions, that should be much easier to do.
A Land Far away-Hardcore role playing Neverwinter Persistant world
Current PC- Nekrovor Ril'or-drow wizard |
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03-20-2006, 07:27 PM,
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Thieves Guild is scheduled for a short quest-line, involving their near annhialation at the hands of the Cammona Tong (last I heard on the matter one small base will survive to give you some jobs should you be smart enough to find it after all the rest have been wiped out and should you escape with your life from the ealier massacre).
I have no information on the Morag Tong other than that somebody asked about it a week or so ago and that it's supposed to have something to do with the Dark Brotherhood. |
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03-22-2006, 08:04 PM,
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No more slavery
Helseth outlawed slavery in Morrowind (As seen in the new pocket guide) So maybe the twin lamps attacks underground illegal slavery.
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03-22-2006, 08:08 PM,
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RE: No more slavery
Quote:Originally posted by Jyrinnisso maybe the Twin Lamps are a legal organization... perhaps we make them a very limited faction, but you can join for the hell of freeing slaves if you'd like.... and the people will love you... except for some Telvanni and most Dres hrug:... oh and quite a few Hlaalu farmers.... Telvanni need slaves for experiments and housekeeping... Dres and Hlaalu for large-scale farming and mining.... so its the Hlaalu and Dres that need them more... but its the Dres that used to rely on them.... |
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