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As a spinoff to the nexus alternitive thread .......... (collaborative effort thread)


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Posted

I'm thinking a traditonal tavern.

 

Private rooms avalible in the second floor, both for the staff (barkeep 1-2 others) and guests. More expenseve too.

The attic should be avalible for rent as well, but a tad crowded (basically a bunch of bedrolls, most of the NPCs sleep up there)

And a 'private' room in the basement, avalible for weekly/monthly rent.

 

Patrons: not going to specify races until we decide where it goes, mostly humans, but if near a border, the race on that border gets represented as well in decent number.

 

Staff

Barkeep: Sells food/drink

Personality polite but gruff

Healer: can remove any spell effects, heal player/party.

Personality: very religious, follows the nine, etc. Also owns tavern.

A female char CAN seduce him, but would have to be generaly known as a good person.

Skill in magic, specefically restoration, could open up some conversation lines, as well as mage/healer/priestess background.

Tavern Wench : Basic loose woman. Nord. While loose, you have to charm her, and only avalible to males.

Tavern Maid: Doubles as a tavern wench, but goes thru all the rooms cleaning.

Characther is a farm girl whose farm was burnt down by raiders. Very young. Very hard for a male to seduce, also hetero.

 

Whore: has a basement room, or a shack just outside depending on location.

Four Legion soldiers, four man patrol, two archers, two with sword/shield, will patrol the area, spend evenings in the tavern. Depending on location, have tents/bedrolls outside, or have a sectioned off part of the attic. Maybe one is gay. Rest will flirt with attractive female characters if not too old.

 

Regular patrons: Not all should show up every day.

Several drunks. Dialouge can flesh them out later, background will depend on location (IE: could be local farmers)

1-2 beligerant drunks. Least likely to show up. If player is attractive and not too old female, they will harrass her, profane comments, etc etc. Plan should be to have multiple routes for dealing with them, from sneak killing to intimidation to seduction, to seduction AND getting them to do somethign stupid to get them killed.

 

Bar patrons: Each only appears a few times a week, each behaves slightly differnt. Mix of genders/races.

 

 

Traveling merchants: Some appear more oftehn than others, when they show up will stay a few days to a week, and have inventory to sell. Some will have a focus, some have a mix of items. Prehaps have the chance to get a job escorting one.

 

 

Well, you get the idea. All will be named characthers with dialouge, and at least a basic backstory.

 

Travellers: Basic traveler/adventurer, a mix of races/classes. Some may be convinced to let the player travel with them to a location for mutual saftey.

 

Pickpocket: Once or twice a week, a pickpocket shows up. Dialouge would ahve to be carefully adjusted so he only even alludes to his job and the guild if the player has infamy, or is in the guild as well

 

Now, of course, most of the time, most would simply leave the cell and vanish for a period of time. The whole idea is to have a slow but steady rotation of patrons.

 

Past that, if possible, the ability for bar fights between some patrons (and the player) would be neat to have, if it were possible to script it so no bounties or legion intervention occured as long as only fists were used. Prehaps attach a script during barfights to fists so they do fatigue damage, leading to knockouts instead of kills, and those fighting are removed from the fight once they reach 0 fatigue and pass out.

 

Anyway, it'll need to be picked apart tommorow, I'm going to hit the sack.

 

Also, the idea is to have a pool of NPCs to draw from, but have it always changing, so as to keep the bar being a place to interact and see new things.

Posted

This is what I like the most about you: Everything you do is complete, no room for error left. Every aspect of a particular subject is well-thought out in an all-encompassing manner. Such meticulous planning is the sign of a born project leader... No brown-nosing intended, "I'm just Saiyan".

 

With this info I can start out setting up a base mod with ease, you provided a real 'shopping list' of important points. I'll begin with interior cells so we can decide for a location in the game world as conflict-free as possible later on. Gonna get back here once I have finished the first steps.

 

Some hours later: After reading the tutorials and creating the mod, I am unsure what style of interior to choose, there are so many good ones even in the vanilla bsa. Any preferences in regards to a regional style? This is influencing the tavern's location after all, as Bruma architecture would look strange in the Leyawiin region, or Anvil style in the vicinity of Cheydinhal. I personally love Shivering Isles architecture the most, but it would force every potential user to have SI installed (which is recommended anyway, who forgoes Sheo voluntarily?). SI style can also be placed anywhere in Cyrodiil since it looks deplaced no matter where you put it.

Posted

Loacation wise, Im thinking several possibilties.

 

The first set would be to base it somewhere along the Niben or Lake Rumare where boat passage is impossible for more than a canoe, and have some of the dialouge reflect how there was a horrible drought that just recently ended, and how could the boats captain have been stupid enough to attempt to pilot a ship there, etc etc. Essentially mocking the 'experts' at Bethesda. (For those who haven't noticed, the Niben River does NOT connect to the ocean. It's actually a lake seperated from Topal bay by a narrow walkway of land.)

 

Next option: Bravil/Leyawin, since they're the only ocean port towns.

If Anvil I'm thinking west of town, near the lighthouse, with several drunken sailors added to wander the docks, prehaps add a dialouge or two abut the bar being a dive, locals complaining, etc.

If Leyawin, location would be east bank near the bit of land seperating the Niben and Topal bay, prehaps add lots of dialouge about how the empire is stupid for not bothering to widen the passage to allow ocean shipping to proceed directly to the IC/Bravil, complaints about how the longshoremen rough up any boat crew that try to offload their own cargo without help, etc etc.

 

Third option: A strech of road and semi open land halfway close to Lake Rumare or Lake Niben. This option would really make for the most work, as you don't have anything to tie it into, and for it to make sense you'd need to add a tad more.

 

However at the same time, you don't have the halfassed 'it's for xbox kids, why try hard' efforts of bethesda to deal with, so if the people doing the CS work don't mind it, this option is prehaps best for an inital demonstration.

 

 

Personally I'm partial to Anvil or finding an empty spot along the road, with a legion patrol simply finding you.. One of the more sensable towns in the game (not saying much, but yeah.

 

Size wise, I'm thinking scale it back.

 

A lot of this is nice, but we'd really need to hit exterior cells to make it work.

IE: add stuff outside in the worldspace, etc.

 

Since you're the one doing the CS work, I'll leave the decision up to you PT.

Either way fleshing out the how why what and cause/effect assists with the design process. If anyone from bethesda is reading this, take notes, maybe you can learn how to make a RPG some day.

 

As for style, well, that primarially depends on the location, to an extent, however at the same time if were going to do a port town you could have a mix of the local style, and the 'hometown' style of the owner (IE: Nord owner, in Anvil, mix of Bruma/Anvil design)

Posted

Just a little side-comment here: We have had and have groups of people working together on mods here. When we first brought tryouts over here me, loogie and rigswolfe worked together on that. Then UDLR helped us out when we moved it over to sexout. Also one of the latest plugins I put out there for Sexout (SexoutYield) have had several people working on it. And last, but not least since I took a vacation from modding several others have made improvements and updates on my mods.

 

Also: One way to learn modding is picking a relatively simple mod apart and see what they have done and how they did stuff. Then release a simple mod and ask for input from other modders. I still suck at scripting, but I learn a little more from every plugin I make for Sexout.

 

EDIT: Btw, great initiative!

Posted

Well the main differnce is this isn't really going to be a sexout plugin.

 

In a way it'd be more like the logbook in sexout, with the 'log' affecting how NPCs respond.

IE: if this keeps going past the inital demo stage, eventualy it'd reach a point where if you do action A in bar B and NPC C see's you, NPC C could have dialouge with you bringing it up, but ratehr than the basic bethesda generic 'trigger says you completed quest X' dialouge, the dialouge with the NPC would comment on random actions you were involved with. So lets say you raped a woman using a lovers mod, and the NPC is flagged as a type that wouldn't give a fuck, his dialouge may comment about it in a lighthearted manner, IE: 'you sure made that elf bitch squeal, I guess they're used to the ears being where length is'

As for the dialouge, you'd have a mix of 'generic' dialouge responses, generic localized responses and characther specefic ones.

 

As for this project, well, if it goes anywhere I see it possibly becoming to roleplay mods what sexout is to sex mods, IE: a system that allows true roleplay to be implemented (casue lets face it, the people at Bethesda wouldn't know roleplay if a large guy named bubba dressed as a Japanese schoolgirl was bending them over.

 

Also, for everyone involved in this, we should preahps idle in the IRC channel (check the sticky in this board) so we can chat realtime when we're on at the same time.

Posted

I initially thought the contrast of a regionally deplaced architecture would clash, but in fact it has lots of potential: A Nordic-style tavern building in the Gold Coast/Abecean region is brilliant! It can provoke residential NPCs to comment along the lines of "What was this Nord ever thinking coming here? Skyrim will never play any significant role in the empire!" or "Nordic upstart! Nobody will ever give a damn about Skyrim!"

 

Why did the Nord owner settle down in Anvil? Since there is no real passage up the Niben river, Anvil is the only functional port town around for an expatriate probably sick of the snow and mountains of his homeland but with an undying love for the southern seas and their salty breeze.

 

Such a dialogue system you described is a dream come true for a real roleplaying experience. Maybe there is a way (especially if the mod is to be used in a long-time playthrough compared to a new game) to make use of the achievement statistic, that rightmost stat screen where you can see how many Nirnroots you have murdered, how many jokes you have stolen and horses contracted. And Oblivion Gates pickpocketed.

 

Makes more sense than NPCs' comments only reacting to your skills, "You have the hands of a soccerball player blah blah..." And reactions to previous events witnessed by other characters are just priceless, this would turn Oblivion into a game which really doesn't forget your deeds.

 

So I will browse through the Bruma interiors for a nice taproom and comfy guest chambers.

Posted

PT if you want great dialouges play thru Fallout/Fallout2 sometime.

 

Some of the funniest stuff in FO2 is to play a char with a really low intelligence.

 

When speaking, the character speaks in retard speak.

When speaking to another low INT characther ? They broke out a thesarus and had everything written formally and over the top in the translation bit.

 

 

  • 3 weeks later...
Posted

Here's a heads up for you guys: I've been studying scripting for a bit but the thing is, my comp right now is so bad, that I won't be able to make anything substantial with it (seriously, it lags on flash games and running vids at 1080, and I'm not talking about buffering, I'm talking about actual lag). Currently I'm in the process of making and saving the money required to buy a new gaming comp (I'll be building my own). Until then, I won't be able to do much I'll probably have it set up in June. I am really sorry about this and as soon as I get it functional I'll really put more time into learning how to mod. Once again I apologize.

Posted

Dude, shut the fuck up with that apologizing. (it aint necessary)

 

It is what it is.

 

If you can't contribute one way, you can just contribute another (IE: help with ideas, etc :P )

 

Srsly tho, don't sweat it.

Posted

Dude' date=' shut the fuck up with that apologizing. (it aint necessary)

 

It is what it is.

 

If you can't contribute one way, you can just contribute another (IE: help with ideas, etc :P )

 

Srsly tho, don't sweat it.

[/quote']

 

All right. It's in my nature. I tend to let people down. I'll try to compensate!

 

Even as I was typing that comment I was barely resisting the urge to type that I am sorry for saying sorry too often... :P

Posted

:3

 

But yeah, PT is busy with shit, so can't make maps and shit right away, TMG cant do much due to shitty PC.....

 

 

I guess we should all get on IRC, brainstorm for the mod further.

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