(WIPIDEA) Dig your own Mine (immersion mod)

Post » Fri May 25, 2012 10:51 am

Sounds neat. Can also add in critical success or failure chances.

By failures things like vampires/bandits try and take over your mine. Or they dig into a vampire/falmer/dwemer/daedric ruin. Or a gang tries to extort protection money from you.

By critical success, things like finding rare gems, or tunnel into an abandoned ruin with leveled loot in it. (Think a treasure room you could even just add in un-enchanted rare armor types. Like nightingale looking armor, that has no enchantments)

Imo things like that would be really neat. If you make a count of the minerals the mine is generating, a variable other mods can check, other mods could use those values in building cities or etc.
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Tikarma Vodicka-McPherson
 
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Post » Fri May 25, 2012 12:04 pm

I just updated the main post text for you Aezeal.
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~Sylvia~
 
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Post » Fri May 25, 2012 10:55 pm

Mavkiel, atm there are a few small special area's that aren't just mine, but it's not like they are huge.
the critical chance etc is not something I can do easily.. I have to place the rooms in advance I can't make it generate at random.

The mine doesn't auto-generate stuff though.. you unearth ore veins and have to mine those yourself.

As I said I do want to add some attacks apart from the enemies you encounter (which all in all is not very hard combat), I'm thinking how I should get that started.
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Doniesha World
 
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Post » Fri May 25, 2012 10:20 pm

If you have time Koor, could you try the mine part of the mod? I wonder what you think of it.
I also wonder if I should put much more ore in it to keep it nice for a miner.
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Claire Lynham
 
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Post » Fri May 25, 2012 7:04 pm

Heh, NM. By the way, i'm going to send you a list of my other ideas that could be implemented in the mod, i just need to recall them. Oh, and i'll give it a try.
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JD FROM HELL
 
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Post » Fri May 25, 2012 9:54 am

So the mine is enabled in my mod now. I gave it as the reward for the first of my 3 quests. I haven't implemented much more than I mentioned above yet (no bandit attack) because I want to know if it works first. I need feedback.

I could use someone to try the mod

http://steamcommunity.com/sharedfiles/filedetails/?id=9029
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Mari martnez Martinez
 
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Post » Fri May 25, 2012 12:11 pm

So the mine is enabled in my mod now. I gave it as the reward for the first of my 3 quests. I haven't implemented much more than I mentioned above yet (no bandit attack) because I want to know if it works first. I need feedback.

I could use someone to try the mod

http://steamcommunity.com/sharedfiles/filedetails/?id=9029

I found the mine spot, but how do you even start the quest? I've talked to The Steward and since his speech is less than a second I have no clue what he wants, something about the Jarls. :confused:
Also no quest added to journal or anything like that.

Entered the mine via console, looks good, still excavating it,
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Kieren Thomson
 
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Post » Fri May 25, 2012 8:52 am

Hey speech less than a second? For me it is like a rather long time, I have to click his speech away.

There is indeed no quest added to the journal, while you are warned of an attack and it's not a surprise I don't want it seen with arrows. I might change it to have some quest remark though.

The quest is small too. He says that jarls have informed him of a wizard who wants to take over the fortress. You should notice the attack soon. The reward from the jarl is the deed to the mine (just paper though) and removal of the stone in front of the door.

Someone gave me feedback and said he'd prefer much less walls to be removed and that each one opens up a large section with "interesting stuff". How do you feel about it. It's a whole other setup than excavating a mine but I can see how it could be more appealing to some. He said digging, waiting, digging waiting with not much happening was a bit boring.

Of course I meant the digging to be done occasionaly when returning to the fortress/mine between the rest of the gameplay as an extra and not as a goal to get to the bottom of the mine ASAP but I do see his point.

I might
1 increase the number of walls mined/day
2 remove some wall so a bit larger sections appear so I could put in more enemies
3 put in or in nearly every excavated section
4 put in enemies in nearly every excavated section

what do you all think?

PS I will also look into excavating on hitting with a pickaxe, that might be ideal for immersion.

PPS should I remove the digging messages?
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dell
 
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Post » Fri May 25, 2012 9:24 pm

So the mine is enabled in my mod now. I gave it as the reward for the first of my 3 quests. I haven't implemented much more than I mentioned above yet (no bandit attack) because I want to know if it works first. I need feedback.

I could use someone to try the mod

http://steamcommunity.com/sharedfiles/filedetails/?id=9029

If you ever upload to Nexus, I will take a look at it.
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Dewayne Quattlebaum
 
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Post » Fri May 25, 2012 11:38 am

I'll look at nexus in the near future
but wtf is wrong with the workshop?
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Becky Cox
 
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Post » Fri May 25, 2012 7:36 pm

I prefer Nexus. I haven't tried the workshop so I don't know if there is anything wrong with it or not.
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jaideep singh
 
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