Jump to content

A Tiny Request


Adam Jensen

Recommended Posts

Posted

WHLN v.7

(Work in Progress)

 

 

 

 

The Plot:

The plot of What Happened Last Night is to give the player a consequence to drinking a lot of alcohol in game. It'll start off as a quest you can trigger by buying a shady type of mead from an Imperial in an inn I created for the mod. Once you keep drinking the alcohol, you will black out and wake up in an entirely new location without any gear and a funny back story will have to be rediscovered while finding out where your gear is! Once you recover your gear you will be able to trigger minor blackouts without the massive consequences. There's also the potential for further development for other quests besides the one being created now, but these will come much later as add-ons.

 

Changelog:

 

WHLN v.7

-Created another new cell for where the quest will begin, an inn called High Rock Inn with a discoverable map point 

-Navmeshed the interior of both cells for follower support

-Created an Imperial merchant in the new inn that will eventually start the quest when scripted later

-Looking for ideas for a bandit hideout where the quest will end and you will recover your gear

 

WHLN v.6

-Added a little morning surprise for when you awaken in the cell (Dovahkiin sure knows how to party!)

-Added dead bandits throughout the entire cell

-Finished new 180 degree walking/running covered animations (still working on sprint, jump, sneak and all reverse animations). They can be found in the attachments below.

-Made a big mess in the tavern area 

-Scripted a few objects to trigger comical lines when activated

-Fixed a bug with the water where you would "fall through" the water

-Fixed previously released walking covered animations to avoid boob crushing (*shudders*)

-Added custom music to the cell, thanks lucioxxz!

-Started Navmeshing the playable area to add support for followers (in case it's implemented)

 

WHLN v.5

-Added clutter to the cell, fleshed out the entrance/bar area

-Robust the areas around the cave

-Added tables, chairs, lots of empty bottles, finished the floor for the bar, added a stage for bards/entertainers, added a kitchen and storage area

-Added a secondary camping site before the one on the island, complete with a cooking spit and unlit campfire

 

WHLN v.4

-Interior cell is 100% complete and ready for robusting with NPCs, clutter and scripts! Scripting and detailing already in progress!

-Cell was optimized for high FPS systems by enabling zone loading at three key junctions

-Fixed 100% of all clipping/seam issues from past releases

-Added a cave entrance to the Skyrim overworld that connects directly to the cell

-Added a scripted, pullchain-operated door at the entrance/exit to the Skyrim overworld; the door can only be operated from inside the cell. This will help keep out non quest-specific players from wandering into the play area from the outside and tampering with/exploring the cell contents prematurely

-Named the cell Hole in the Ground to give an impression of a very small cave cell in case anyone discovers the cave from the outside and wanders in; also, once the official quest begins (not completed) and you are taken to the actual cell, you'll discover that Hole in the Ground is actually the name of a secret pub owned and operated by bandits, which, upon you waking up from a night of dragon-sized drinking discover that you killed all of the bandits while blacked out, leaving you to rediscover the aftermath of the event. Lots of hilariousness is planned!

 

 

Goals:

(Current as of 7/17/13)

1. Build a plot Done!

2. Flesh out play area (cells) Done!

3. Robust play area (add details, NPCs, clutter, ect.) Done!

4. Script events  In progress...

5. Finalize changes, test for errors/bugs

6. Public release

 

Bugs:

 

 

-NPC's may have discolored faces until I remake the mod into an .esm (vs an .esp)

-Depending on which ENB series you use, snow may appear very bright

Continue to let me know if you see anything and I'll fix it up!

 

 

Special instructions:

-Work in progress. As always, feel free to download and playtest! Feedback and bug reporting is always appreciated and I won't send the Thalmor after you! (Seriously! And Hagravens! And mudcrabs!!)

-To reach the cell via the method that will be used by the quest, open the console (tilde key, looks like this: ~) and type in coc 000blackout and press enter.

-To reach the second cell (High Rock Inn), type into the console coc 000blackoutHighRockInn and press enter.

-To exit the Hole in the Ground cell, find the far hallway northeast of the cell and pull a chain lever to open the large door to the outside. 

 

Next release will have:

 

The main quest should be all set up and good to go! I will more than likely make the entire quest start and finish in the Hole in the Ground cell for testing, and branch it out after the bandit hideout is made.

 

 

Special thanks:

lucioxxz for the great custom music/finding the water bugs!

WrythePhokas for finding the breast bug!

 

 

Let me know what you think! Thanks again for testing!

 

 

 

what happened last night v.7.rar

Guest Xluxlu
Posted

:D i can't wait to play it :D you are the best

 

edit: i test your mod and the inn, all is perfect (at least for me jajaja) the only detail is that at the inn, i can take all objects without problems, doesn´t appear the option ¨steel¨; appear the option ¨take¨ in all of the items

 

(sorry if i don´t speak very good english)

  • 3 weeks later...
Posted

Just a quick update, I'm stuck on the scripting for the quest event triggers and I'm waiting for someone to volunteer for voice acting for our Imperial selling shady drinks. Other than that, I've begun working on a new cell area for where you will have the final showdown with the bandits who stole your gear. I'm developing it to accommodate either a stealthy playthrough or so that it's moderately challenging if you want to make it an assault (in case you have other gear at a house or money for temporary weapons and armor... and don't feel like sneaking).

  • 2 weeks later...
Guest Xluxlu
Posted

hello, if you need some help whit your mod tell me :) 

  • 2 months later...

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...