Miscellanous things on Morrowind
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01-20-2006, 06:09 PM,
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Miscellanous things on Morrowind
This time I don't have any (bad) ideas, but a simple question: Do you have yet plans for ancestral tombs, smuggler and other caves, dunmer strongholds etc.? This time I have checked at least some of the threads and at least I couldn't find anything concerning this topic. Just curious, so ignore this if there is answer to this question (in which case, I would appreciate if you could tell me where the information has been told)
Actually I had another question also, but I forgot what it was about. Oh well, that just means I am getting old :bash:. Perhaps I will write that question if it comes to my mind |
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01-20-2006, 06:17 PM,
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There was some disccusion about smugglers, but probably not in the sense you mean.
Feel free to express your ideas, just don't undermine other's. Strongholds are made bases of operations for some factions as well as some caves as well, I presume... Thing that I am interested in.... plates. How will we be making them?
The Forgotten Ones have returned.
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01-20-2006, 08:41 PM,
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Plates? You mean dinner plates, plate armors, plates as trap triggers or something else? :hmm:
And the other question what I was supposed was about creatures. That is, are there going to be any extra creatures added by ST besides those which already were in TES III? For example, perhaps some mummies could be added to tombs? I mean, all the other undead cliches were already in the TES III and are going to be in TES IV also so why not? Perhaps also some peaceful wildlife cold be added in the wilderness? These I think are at least IMO reasonable and healthy suggestions - although the final decision is yource to make of course. I have lots of ideas, but not all of them are neccesserally something that would be worth executing. Besides, there is probably going to be lots of good random mods to try out after the TES IV comes out |
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01-20-2006, 10:59 PM,
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Yeah, yeah, I mean dinner plates.
Not sure on new creatures, though. Wouldn't it be great if we had all great ideas in just one mod? Not to mention the stability problems in case of multiple mods.
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01-21-2006, 03:07 AM,
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I suppose some breeds or some Guars would be peaceful but there would be some that would be vicious... like in the Molag Amur region... little food... so you have to be vicious...
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01-21-2006, 08:22 PM,
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There are always hostile and domesticated animals.
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01-21-2006, 10:47 PM,
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im sure once the game comes out and our team gets bigger we will have some new creatures absolutly.
also on the tombs and caves which was always my favorite part of modding for TES but hasnt really been discussed, im figuring that once the game is released and we more people join we can then start branching off into smaller interiors
If im not back in 5 minutes...wait longer
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01-22-2006, 02:39 AM,
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yep, once the game gets here things will really get going, we have to plan properly however, recruiting talented and expeirienced people :yes:
"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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01-22-2006, 07:39 AM,
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What, you think we're not experienced?
Making dungeons is supossedly going to be alot harder now. In Oblivion, every one is unique and hand crafted.
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01-22-2006, 08:00 PM,
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don't get excited, i was merely stating the goals, and yes, the new things do come a price, but i would bet money that bethesda has made sure that the CS isn't to much more difficult to use than before.
"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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