Slavery Headquarters - The Cellar
I'm planning to release an alpha build soon, which means I have to finish the following first :
- The headquarter cells (the point of this blog)
- Navmeshing (done)
- AI packages (a pain in the arse)
- A basic MCM and settings storage (next step)
This first build will only ship the headquarters, mostly for its lobby that can be used as a Devious Devices shop. It will have some NPCs but don't expect too much interaction with them yet. Using users feedback, I'll be able to improve and set the right direction for what's next.
Also, don't forget to check the 'HQ - Inside' entry if you haven't done so in a while. I updated it lately with some pictures.
The Cellar
In the slavers quarters, there's a stairway leading down to a deeper cave, called 'Headquarters cellars'. That cell is composed of three caves so far :
- A laboratory for the slavers alchemist (will find a more unique name later)
- A treasure room to highlight the lucrative nature of slavery
- An archive room, where all documents related to the slaves are kept
The purpose of the laboratory is to give a background to the drug that will be the core mechanic of the mod. There's a cell in it with a test subject, a punishment for the player could be to become that test subject for new drugs and their new 'effects'.
The treasure room and archive room are more of an 'endgame' content. You probably won't have to use them unless you want to escape or hurt the organization.
Pictures are worth a thousand words, anyway. Note that the archive room is still WIP. It looks much better with a custom ENB, custom textures etc by the way, the following pictures are basically vanilla.
Stay tuned !
Edited by mangalo
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