Lamplight - The Bandit Guild = Huge Undertaking

Post » Thu Jun 21, 2012 4:48 pm

I know I should have thought of this before I started the mod but there are things I want to accomplish that are pretty complex. Especially the opening scene.

Let me explain....SPOILER ALERT!

Spoiler
The first that happens when Lamplight is approached is a bunch of bandits come running out of the town and attack you senseless.

Just as your health is very low everything fades to black.

As you awake you can barely see and can make out the footsteps and forms of people are hardly recognizable as you hear the bandits argue over what to do with you.

At some triggered point you regain all of your sight to find yourself in some kind of cell underground (you start out a captive like most Elder Scrolls games do).

The Bandits decide that the most feared person in the Bandit Guild, Frank, should make the decision on what to do with you and you are taken to a spot where the person is hidden in shadows. It turns out that Frank is actually a little old woman.

Frank gives you a quest to prove your meddle.

Is what I am wanting to do possible?

It seems like it is but I feel that it would take more than a noob like myself to pull it off.

Anyone care to help create this scene?

I'm not asking for someone to do all the work. I really want to learn this stuff but I have some sort of freaky mental block when it comes to quest making that I have to get over.

Thanks for any input :smile:
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helliehexx
 
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Post » Thu Jun 21, 2012 7:07 am

Yes it's all possible

Yes, it'll be a bit of a beach to get working perfectly

Look at the opening scenes (and assoicated scripts) in MQ101 (and associated quests - which all take a bit of following) - The initial cart-ride and all of the execution stuff is Scenes, Script and Dialogue; so it can be done ...

Unlike that Opening Sequence, you may need a couple of loading screens, but that is probably the only difference ... Although you could (if you are a bit of a wizard) probably achieve some carry-player type effects ...

... The only bit I am unsure of is how you would make it appear as though vision was cloudy/blurred and then cleared ... but there's probably some form of magic effect / fog-in-cell gizmo that can be created to emulate that too

BoL :)
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Laura-Jayne Lee
 
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Post » Thu Jun 21, 2012 11:33 am

Yes it's all possible

Yes, it'll be a bit of a beach to get working perfectly

Look at the opening scenes (and assoicated scripts) in MQ101 (and associated quests - which all take a bit of following) - The initial cart-ride and all of the execution stuff is Scenes, Script and Dialogue; so it can be done ...

Unlike that Opening Sequence, you may need a couple of loading screens, but that is probably the only difference ... Although you could (if you are a bit of a wizard) probably achieve some carry-player type effects ...

... The only bit I am unsure of is how you would make it appear as though vision was cloudy/blurred and then cleared ... but there's probably some form of magic effect / fog-in-cell gizmo that can be created to emulate that too

BoL :smile:

Thanks for your response!

The blur effect would be using a modified imagespace. There's a couple that are part of the vanilla game that should work great.
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Wayne W
 
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Post » Thu Jun 21, 2012 8:20 am

Then it is "just" ( :wink:) a case of setting up markers/idles in cells to drive your Scene and adding actors with Action and Dialogue packages (and script) to get it to work.

With some trickery, you could make it look pretty convincing, I think. There's good commands to move the player (so camera) via AI, once control is removed (which is easy) and that - coupled with however you will do the "blur" - should make for a tidy scene

(once you get the hang of it, scenes are pretty easy ... if a bit fiddly ... Especially if you are using all custom characters who have no other quests/priorities assigned at the time your scene occurs - and, as this is the first thing to happen in your mod, that should all be good).
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Mariaa EM.
 
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Post » Thu Jun 21, 2012 4:34 pm

I'm not sure I catch what you're saying :/

What about a camera and removing control?

Are scenes part of quest making?
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Enny Labinjo
 
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Post » Thu Jun 21, 2012 11:40 am

I'm not sure I catch what you're saying :/

What about a camera and removing control?

Are scenes part of quest making?

Yes, Scenes are part of a quest. http://www.creationkit.com/Bethesda_Tutorial_Scenes - That's from the wiki tutorial. If you haven't done the Beginner and Intermediate Tutorials, they are worth a couple of days of your time. They'll help show you the sort of stuff that is possible.

When you do scenes, the view you give to the player (the camera) is whatever the Player Character sees - If your scene is very important (like the opening wagon ride in vanilla game) then you want to stop the player moving about (and force him/her to watch it :wink:). So, you can use the Enable and Disable Player Controls: http://www.creationkit.com/EnablePlayerControls_-_Game

You can then get very fancy ... "walk" the player around with various commands and so forth, while the Scene takes place (and a scene is a load of NPCs moving to marks that you place, doing idle animations and saying Dialogue).
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saharen beauty
 
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Post » Thu Jun 21, 2012 2:57 am

Oh ok now I get it

That would be how I would set up the opening scene facing the Frank character....unable to move and all that.

It was just how you worded it that threw me off :)

I've been playin around with quest making for that past couple days. I still have a brain melt doing it though. I've programmed mainframes but something about quest making for Skyrim just gets to me.

Thanks for your input it was most helpful and I'll remember what you were saying
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Amelia Pritchard
 
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