List of Factions
|
10-13-2008, 06:09 PM,
|
|||
|
|||
You know, I really can see this working. All we need to do is have simple things that stop you getting in, like sealed doors and maybe a few rocks and dead trees covering entrances, which could be removed by scripts once the player has progressed through the quest. Great idea!
How's the map of the beta area going, by the way? At the moment I'm working on a faction control map that shows the extent of each group's influence, which should be useful a little further down the line.
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
|||
12-11-2008, 01:34 AM,
|
|||
|
|||
Hi all.
Just dropped by for a very quick visit. The Blackwood company where a mercs group that entered blackmarsh, failed to do a job and left before oblivion even begins. So should not be listed but you should have a friendly Necromancer faction listed for Gideon i think it is. Just thought i would mention that. Did this research my self already. Also various small tribal communities would exist that are separate from the imperials but appear to be under their control in the loosest sense. Civilized and eductated tribes plus bandit tribes. Koni already made me some huts for both Naga and Argonian villages, she contributes here too so you can get a head start there if you have not already. Thats it, end of visit. Have a good christmas. giskard
To enjoy the creative process, you must suffer with the problems fame brings. To survive fame you must understand life is not fair.
|
|||
12-11-2008, 09:41 AM,
|
|||
|
|||
Thanks for dropping by, giskard, and thanks for the advice as well! I hope you have a peaceful Christmas.
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
|||
12-11-2008, 10:08 AM,
|
|||
|
|||
Quote:Originally posted by Deeza The same from me, too. And thanks for the comments. I agree. I don't like the idea of the Blackwood Company existing as an active faction. There are too many opportunities for other great stuff. Tribes such as the 'Southlanders' (see the list of NPC models) would work brilliantly around Tenmar Wall I think, but only sparsely, perhaps in nearby camps and underground locations of the settlement itself. This is because, in light of recent developments with IS's buildings for Tenmar Wall, I would like to use his Guild building for a Mages or Thieves Guild. I'd originally thought the Mages Guild would suit best but then, with Tenmar being a bit of vagabond's retreat, maybe the thieves would enjoy a better stranglehold on the area. The Southlanders might then be a part of that and might well try to influence the Guild in a more Black Marsh-inspired direction, involving lots of internecine tribal affairs.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
|||
12-11-2008, 10:14 AM,
|
|||
|
|||
Ok then. Let's scratch the Blackwood co. But let's leave a few traces of their presence around (some tribesmen wearing Blackwood armour they took in battle, that sort of thing). Presumably Hixinoag was still destroyed during the fighting, leaving that questline (restoring the village and Hist spirit) still open.
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
|||
12-11-2008, 05:28 PM,
|
|||
|
|||
Agreed. You could still have a few Black Co. members around, of course. I'm just not fussed at the idea of making them an active, questline-led faction.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
|||
12-11-2008, 05:51 PM,
|
|||
|
|||
Sure. The ones who are left are probably deserters, and now prey on travellers (would make a change from generic bandits).
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
|||
12-12-2008, 09:44 AM,
|
|||
|
|||
Quote:Originally posted by Deeza Agreed, would give them a bith more dept.
Member of -
TES IV: Black Marsh (Core Member) |
|||
05-16-2009, 11:11 AM,
|
|||
|
|||
I have created a basic list of the factions, their assigned items so far and so on by amending the first post of this thread. This is by no means definitive. I have not added any vanilla objects and many details are missing and to be agreed upon. Please read what I've added above for further details.
Edit - My old mate Giskard is helping us out to get this sorted so we should be able to make good progress if people are around and busily helping out.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
|||
05-17-2009, 04:06 PM,
|
|||
|
|||
Yup
The team needs to list All Guilds, Social Groups etc so factions can be created for them. All Settlements so factions can be created for them. Factions are quick way of setting ownership of items and it is important to list everything. Also Equipment per faction. Any equipment a faction should or should not have needs to be listed here. Standard equipment all factions should have should be listed too. This is possibly the single biggest job on this entire mod, so if the team takes 2 weeks to answer, it will kill the mod because this stuff is needed before any beta or release can be made. It is not a topic to waste time on and is actually a lot of work. Mind numbing work but easy work any noobie can do. What you are doing is actually making your own overhaul, the task is exactly the same. I know that sounds hard to do but its not, its very easy. No experience necessary other than a familiarity with the CS, I can help those who want to have a go at it and will be writing a tutorial "walk through" style for those accepting this job to follow and a work plan to make the job as easy as possible and cut down the amount of mouse clicks in volved in getting it finished. For those wondering how I can do that, I spent 6 months working out an overhaul system for CUO and so the planning for this has already been done. All thats left is how you want it to work and that is what your deciding here by providing these details. You might also want to talk about difficulty, leveled or unleveled and other such things since its all part of the same job. This is where you add depth to your mod so take full advantage of it. The process will organize things in the following faction. Settlement factions first Sub factions in the settlement including any guilds. So every NPC starts out as a settler and gets customized from there since settlers will be the largest single group and its easier to mass produce large groups than make them all 1 at a time. The end result will be an organized set of NPCS that makes bug tracking later easier once you know how to find NPC package bugs. I'll be explaining that testing process to ibsen properly at some point. But basically it involves testers naming the date, time & place when a CTD occurs and repeating it by running hour by hour tests at that same location. Any NPC that goes to that location on that time and that date is the bugged NPC. These are the sort of crashs some overhauls call random, but they are not random at all, they have a pattern and that pattern points to the cultpret. Randomly spawning encounters that cause these crashes will point to the spawn marker responsible and far from being harder to detect are actually easier. The spawn marker and one or more of the creatures it spawns is responsible. So you get a handly little list automatically.
To enjoy the creative process, you must suffer with the problems fame brings. To survive fame you must understand life is not fair.
|
|||
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)