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NPC Claims |
Zurke
ST Modder
Registration Date: 2008.01.05
Posts: 699
Location: NH, USA
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As we all know this is a remake or Balmora. So the NPCs did/do exist.
They are not new characters, they have pasts, they all have certain
charateristics about them and some tie into quests. Presented with this
the Core decided that NPCs were a project in themselves and will be
treated as such. Each NPC will be a claim. Takers of NPC claims will be
asked to study the character and know them. The quests in this mod will
be different but the characters should be the same. Dialogue could
reflect their past experiences or contain knowledge of other
characters. It will be up to the claim taker to decide, but the
character must be unique and be the character from TES3.
Faces of NPCs is obviously going to be an issue. Not everyone is good
with face creation. I have been researching possibilities in creating
the likeness of the TES3 characters but I have no great ideas at the
moment.
I am going to leave this thread open to discussion since the idea of NPC claims is fresh and a lot will be going into the NPCs.
I have updated the interior claims thread to reflect this development. Any comments or suggestions are welcome from all.
Thanks Everyone
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__________________ It's going to be a big poop. Can you hold my hand? * unknown
A Nord of Solstheim
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2008.07.03 04:41 |
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Hegemege
ST Modder
Registration Date: 2008.04.23
Posts: 208
Location: Helsinki, Finland \,,/
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NPC claims? Sounds great, so that when Balmora is finsihed, we have a
history for every NPC and the city can become totally back to life. MW
Balmora had nice lore and it seemed like every NPC knows each other.
For those who have MW, it's always good to check Balmora's way of life
and how people like to live in there.
For Core I got two questions.
How about the dialogues of specific place, my trade and every other
common dialogues for all NPCs? If it is possible to have that much
dialogue for every NPC, at least IMO it's a sign that we are making
something like MW, where everyone knows each other in Balmora, and
other big cities.
Fast traveling? I found a mod which disables OB fast travel system
totally and if it can be used with Vv, we can use the silt striders,
boats and ships to move from town to town. This is also a very good
point, when making Vv for OB. To use as much as possible same methods
for fast travel etc.
__________________ Oh-noes, my postcount dropped by 0.15 when I was on vacation
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2008.07.03 12:46 |
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Zurke
ST Modder
Registration Date: 2008.01.05
Posts: 699
Location: NH, USA
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quote: |
Originally posted by Hegemege
How about the dialogues of specific place, my trade and every other
common dialogues for all NPCs? If it is possible to have that much
dialogue for every NPC, at least IMO it's a sign that we are making
something like MW, where everyone knows each other in Balmora, and
other big cities.
Fast traveling? I found a mod which disables OB fast travel system
totally and if it can be used with Vv, we can use the silt striders,
boats and ships to move from town to town. This is also a very good
point, when making Vv for OB. To use as much as possible same methods
for fast travel etc. |
What dialogue, is one of the questions. Maybe having a balmora topic
tied to the balmora faction would be good or other static topics tied
to other factions. I think eliminating fast travel is a good idea. Dave
will have to be consulted but for me it sounds good.
The NPC claims will not be available for a little while until I can get
it set up. This thread hopefully will help in that course.
__________________ It's going to be a big poop. Can you hold my hand? * unknown
A Nord of Solstheim
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2008.07.03 17:18 |
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Deeza
Seigneur
Registration Date: 2008.06.03
Posts: 391
Location: Procrastination
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What about characters that got killed off during Morrowind? Are we
taking the approach that the Nerevarine did ALL the possible quests, or
just the minimum necessary to finish the main quest?
I'm thinking of the Camorra Tong gangster goons at the Council Club,
for instance, which most players probably did but wasn't essential, or
the drug runner who smuggles drugs inside slaves, who I seem to recall
gets killed off in a miscellaneous quest. But I'm not sure.
Basically what I'm asking is:
Has this already been decided and if so where can I find the list of NPCs who are still around during the time of Oblivion?
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2008.07.03 17:21 |
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Hegemege
ST Modder
Registration Date: 2008.04.23
Posts: 208
Location: Helsinki, Finland \,,/
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2008.07.03 21:19 |
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Zurke
ST Modder
Registration Date: 2008.01.05
Posts: 699
Location: NH, USA
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quote: |
What about characters that got killed off during Morrowind? Are we
taking the approach that the Nerevarine did ALL the possible quests, or
just the minimum necessary to finish the main quest?
I'm thinking of the Camorra Tong gangster goons at the Council Club,
for instance, which most players probably did but wasn't essential, or
the drug runner who smuggles drugs inside slaves, who I seem to recall
gets killed off in a miscellaneous quest. But I'm not sure.
Basically what I'm asking is:
Has this already been decided and if so where can I find the list of NPCs who are still around during the time of Oblivion?
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Deeza,
I would be for the idea of all. If the player did then they will
realize it. I think it is more important to the dids than the did nots.
I believe Hegemege pointed to the list. If you want you can go through
the list and check to make sure all should be alive. If some are there
that should be dead then we can take note of what happened and where
and leave them out. Maybe even write about it in a local news. What
ever the case if you are interested in looking at the list please do. I
want to state that this all hinges on Daves beliefs not just mine. But
I will pm him and direct him to this thread.
quote: |
I'm willling to start organizing the fast travel system , if you decide to disable the OB fast travel and bring in the RPG way.
Sounds as a good place for me.
Is there models for silt striders? And for those low sailing boats which can be seen in small harbors like Vos or similar?
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Hege,
If you think you are able to deal with that sort of thing, it is yours.
I don't know what was created as far as vehicles. I can get back to
you. As I told Deeza, Dave_91 has a say in how the mod progresses, I am
just speaking my mind.
__________________ It's going to be a big poop. Can you hold my hand? * unknown
A Nord of Solstheim
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2008.07.03 22:24 |
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Dave_91
Marquess
Registration Date: 2006.07.12
Posts: 1,371
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I think it's a good idea. I think the NPC's involved in quests who were killed during the game shouldn't be included.
quote: |
How
about the dialogues of specific place, my trade and every other common
dialogues for all NPCs? If it is possible to have that much dialogue
for every NPC, at least IMO it's a sign that we are making something
like MW, where everyone knows each other in Balmora, and other big
cities. |
I like that idea, yeah. Generic topics especially. If that's possible.
The more info about the NPC's we can write about the better, make each
NPC seem really individual.
quote: |
Is there models for silt striders? |
I made a model a while ago that I still needed to complete. I couldn't
map it at the time but I probably could now if I could create some
decent enough textures. I'll look into it, see what I can do. If I
still have the model...
Not sure if that's answered all of the questions I was supposed to, but
I like which way this idea's going. Making NPC's distinct from one
another is great IMO. |
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2008.07.04 03:13 |
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