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-   -   Question for making a mod (http://www.ironworksforum.com/forum/showthread.php?t=63015)

SecretMaster 02-10-2003 11:22 PM

This is an orginal (well atleast to my knowledge). For me, it shouldn't be so hard because I'm not making cities and stuff. But I need to know some things. I'm trying to make a mod that will allow you to be part of small bandit groups and such (like the caves you find scattered everywhere). Basically, my plot is, when you rest in a small town like Pelagiad or Hla'Oad, you'll awaken to the sound of battle. There will be a Nordic Barbarian right next to you, and you will initiate dialouge. He will ask if you want to join in the plundering. If you say yes, you go outside and go around attacking people (generated of course) and looting. Afterwards, you'll meet in a certain cave, and then you can do raids n stuff. Its like a guild, but you don't advance in status. If you say no, the Nord will attack you, and well, you can go outside and run, or be noble and help the town. I'm planning on using most of the caves and stuff, so I won't have to create land. But I want to know
1. Will this involve lots of scripting (cuz I suck at it)
2. How many hours would this take me to do
3. Is this to advanced for me because I've only made Birthsigns.

Kakero 02-10-2003 11:30 PM

1. yes, this will involve scripting.

2. depends how good you are at programming language.

3. better if you know some programming language like C++

SecretMaster 02-10-2003 11:42 PM

Quote:

Originally posted by Kakero:
1. yes, this will involve scripting.

2. depends how good you are at programming language.

3. better if you know some programming language like C++

Well then, I'm screwed.

Rhea 02-11-2003 10:54 AM

Quote:

Originally posted by SecretMaster:
</font><blockquote>Quote:</font><hr />Originally posted by Kakero:
1. yes, this will involve scripting.

2. depends how good you are at programming language.

3. better if you know some programming language like C++

Well then, I'm screwed.</font>[/QUOTE]There are a couple of good tutorials:

Morrowind Scripting for Dummies:

http://thelys.free.fr/misc.htm#MODDERS%20SECTION

And here's a great mod building tutorial:
http://www.rpgplanet.com/morrowind/c...s-tutorial.zip

It's really not all that hard - just follow through an example of building a room, because it will teach you skills you'll need for what you want to do (even if that's not room building [img]tongue.gif[/img] ). I tried a shortcut when I wanted to design a teleportation ring, and I had to go back through the room building tutorial to figure out how to get my character off the rafters and down onto the floor! :D

But it's a lot of fun.

SecretMaster 02-11-2003 08:03 PM

BTW, is this a good idea, and has anyone tried this yet?

Kakero 02-12-2003 12:33 AM

it's sounds good Secretmaster, currently I'm trying to make a wife mod to give my nord a wife. [img]smile.gif[/img]

maybe I should include that you can have children as well. :D

B_part 02-12-2003 07:55 AM

I also suggest not to use master file caves for your mod, since this way it might collide with other mods (unlikely but possible) or even with the main game. My advice is to:
1)either populate empty caves (e.g. egg minse)
2)or just copy & paste the original caves in other cells, so that they can be used without any problem. Nobody will find out that two caves have exactly the same layout, unless you choose particular ones, like, say, those under mount kand.

SecretMaster 02-12-2003 03:55 PM

Quote:

Originally posted by B_part:
I also suggest not to use master file caves for your mod, since this way it might collide with other mods (unlikely but possible) or even with the main game. My advice is to:
1)either populate empty caves (e.g. egg minse)
2)or just copy & paste the original caves in other cells, so that they can be used without any problem. Nobody will find out that two caves have exactly the same layout, unless you choose particular ones, like, say, those under mount kand.

Thanx, I'll probably do this. Some fighters guild quests want you to go to these places to.

Kakero 02-12-2003 07:31 PM

emm..won't this create a duplicate quest cave? I mean how to the game know which cave is the right one when you just copy and paste it?

B_part 02-13-2003 08:24 AM

The game will know if you clear everything (NPC, objects) from the cave and rename it. What I meant was simply to keep the cave itself, the hole in the ground, no twhat it contains. If you want to make a mod I guess it's up to you to populate your caves.


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