Construction Kit: Let's Build

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Construction Kit: Let's Build

Unread postby Wyld » 2 Feb 12, 8:38 pm

I am so excited about this. Not since getting involved with Neverwinter Nights, have I been this driven to get into something.

So, let's have a topic about it.

My plans .. are to start smallish. I'll probably start with a few small things to help tutorial me into the process and learning just what and how this tool can be used.

Initial Plans: New NPCs, with voice, that focus on being as interactive on your type of character as possible.

Next Plans: A few new dungeons or three. Chew over what's possible and different game dynamics within it. Want to see what harder puzzles are possible, from logical to stupid jumping tricks.

Big Plans: Oh, dear. Yes. I have a few, but too early to get into at this stage. I have some initial ideas still forming .. from a storyline than interweaves being 'head' of guilds (and ones you're not), through to a power behind the scenes that manipulate the dragons.

So, what do you want to do?
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Re: Construction Kit: Let's Build

Unread postby Matty » 2 Feb 12, 8:43 pm

I have some ideas if people want brainstorming food, as I myself cannot mod or code or compute to save my life.
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Re: Construction Kit: Let's Build

Unread postby tranquil » 2 Feb 12, 8:47 pm

I've never gotten into modding but this has definitely got me interested. I'll most likely have a crack at it, make a new player house or something to start with.
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Re: Construction Kit: Let's Build

Unread postby revengous » 2 Feb 12, 9:03 pm

Im looking forward to returning to modding tes. I did a lot with morrowind and fallout.

The added features won't really affect me, although it is cool and much needed, I tend to build mods that are 'questless' or require the player to not use the journal/way markers. (i.e no npcs)

pretty much the first thing Ill be doing is creating some new dungeons/giant bosses, my personal ode to Dark Souls (dig it, its amazing)

from there I have another idea, inspired by the dragon priest quest line that I will look at doing once I've learnt all the new features.

edit: wyld, I dont want to mess with your plans, but if you've never used a construction kit before, I'd swap 'full npc interaction' with a dungeon first, but with either choice - good luck!
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Re: Construction Kit: Let's Build

Unread postby Wyld » 2 Feb 12, 9:38 pm

revengous wrote:edit: wyld, I dont want to mess with your plans, but if you've never used a construction kit before, I'd swap 'full npc interaction' with a dungeon first, but with either choice - good luck!

All good. My plans will probably be far more focused on what I 'grok' when I start playing with the toolset.
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Re: Construction Kit: Let's Build

Unread postby André Axe'm » 3 Feb 12, 11:38 am

I may have being working on a redesign of the smithing... :lol:
Something to do with the bizarre metals they used. Malachite makes glass items? Really?

I wouldn't mind seeing what I could with the spells. Such as being able to combine spells of different schools for offensive casting, and using both equipped spells when blocking.

Hey being able to a flaming power attack with a sword and fire spell equipped would be cool too.
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Re: Construction Kit: Let's Build

Unread postby MunchY » 3 Feb 12, 12:46 pm

I'll just be super original and make myself an insane house like I did on Morrowind.. :)
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Re: Construction Kit: Let's Build

Unread postby André Axe'm » 3 Feb 12, 2:17 pm

Potions and alchemy ingredients are too heavy.

Would be nice to work on the cooking a bit as well.
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Re: Construction Kit: Let's Build

Unread postby Wyld » 3 Feb 12, 3:09 pm

André Axe'm wrote:Potions and alchemy ingredients are too heavy.

Would be nice to work on the cooking a bit as well.

I would *love* a decent cooking system.
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Re: Construction Kit: Let's Build

Unread postby tranquil » 3 Feb 12, 4:25 pm

André Axe'm wrote:Hey being able to a flaming power attack with a sword and fire spell equipped would be cool too.


Yeah somehow combining destruction magic and melee a bit better would be awesome, rather than switching between one or the other.
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Re: Construction Kit: Let's Build

Unread postby André Axe'm » 4 Feb 12, 10:40 am

How about giving those npc smiths that offer to make up whatever you want, the ability to do so.
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Re: Construction Kit: Let's Build

Unread postby Matty » 4 Feb 12, 10:44 am

I would love a realism mod. ie, if I shoot a guy with an arrow in the head, he should die. Really :P Unless his wearing amour, in which case it should do barely anything. Swords can kill anyone without amour, and blocking at the right time of a swing blocks the sword blow.

Don't know how appealing it would be to the masses, but I'd like it.
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Re: Construction Kit: Let's Build

Unread postby André Axe'm » 4 Feb 12, 10:53 am

Hardcore mod then?
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Re: Construction Kit: Let's Build

Unread postby Wyld » 4 Feb 12, 11:04 am

Cold Weather = Elemental Damage, unless protected

Food & Sleep required, else continually rising fatigued and health damage

Yes, a Hardcore mode would be awesome.

The problem with the arrow example .. is most armour doesn't stop an arrow. I've seen a standard shaft puncture both sides a helm, made from modern steel .. which is much stronger than metal of the day. Combat always needs to be taken back a few notches, else it's a very, very short game (or many, many quick saves/loads).
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Re: Construction Kit: Let's Build

Unread postby MuscularTeeth » 6 Feb 12, 11:38 am

id be interested in modding audio.
anyone need that i can help.
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